30-May-2004: The Meaning of Hate
Pretty soon the spring entries of the
blog will be removed from the notebook main page and
stored into archives. Most people don't read the
archives, so I can say what I think and it is visible
only for a couple of days. The topic of this entry goes
beyond and outside the scope of my Notebook in general,
but since my source is a roleplaying-related forum, www.majatalo.org,
we'll ignore that for now.
There is a thread at www.majatalo.org
concerning the hatred of Yankees (read: Americans, the
Finnish forum participants can't make a distinction
between Yankees and other Americans). I have nothing
against the thread being there, since freedom of speech
is one of our inalienable rights. But it did shock me and
made me pause to think.
I have always had a somewhat idealised
notion of what kind of people roleplayers are. I have
thought them to be open-minded, creative, with poor but
definitely improving social skills as such. Even if I
don't like game theorists and Schools of Roleplaying, the
people promoting them are intelligent, aware and eager to
discuss (and occasionally alter) their opinions, theories
and observations. Apart from the one email which prompted
the infamous "Elvis of Roleplaying" -entry from
my part, all who have commented by blog or my opinions of
these matters have been polite and attentive listeners
when I've explained my point of view.
In short, I have held roleplayers in high
esteem and believed them to be above the masses of
"mundanes" which make up most of the fucked-up
group known as Humanity. As shocking as the Yankee Hatred
-thread was, maybe I should be grateful that it pulled my
head out of the clouds. It showed me that roleplayers are
people like everyone else and thus subject to human
weaknesses, like prejudices against nations and people
they don't know, understand or have ever met. Of course,
newsgroups and WWW is full of similar hatemongering, but
it is usually by fascists or other extremist groups, not
by roleplayers.
It also shocks me to see how lightly they
use the word "hate". Anything they dislike,
anything they even slightly disapprove, anything that is
not preferable to them, they say they hate. Hate. Hate.
Hate. Do they understand the meaning of the word
"hate"? Do they understand the implied threat
behind the word "hate"? Do they have any other
options or different levels of dislike than hate?
I dislike a lot of things. I dislike some
people. I am suspicious of certain groups, individuals,
concepts and ideologies. I regard some concepts and
things as moronic or pointless. But do I really want to
see them hurt? Do I want to hurt them myself? Do I want
to make them suffer? Do I want to kill them? Do I want to
wipe them out of existence, along with everyone and
everything who support them? Because THAT is what
"HATE" is and it is not to be taken lightly!
I don't hate anyone, not even the
hatemongers at www.majatalo.org
I am just very, very disappointed.
29-May-2004: Land of Frost
Eat this, wannabe game writers! Wille
Ruotsalainen got his Roudan Maa books out of the printers
and they will on sale at Ropecon! Congratulations on a
job well done and welcome to the inner circle of
contemporary Finnish RPG authors! Ok, so it is a
supplement and not a game, but it IS a setting and to me
that is the most important part of any game.
The Definitive Kalevala fantasy
supplement is here and I hope it gets the media attention
it deserves. A review by Petteri Hannila will be posted
here on 1st of June, but you can already read it from
sfnet.harrastus.pelit.rooli.
27-May-2004: Day After Tomorrow
I have just returned from Kinopalatsi
where I watched a special showing of the new big-budget
disaster movie "Day After Tomorrow". From the
same idiots who directed Independence Day. Although it
was much better than the movie the makers are famous for,
it was idiotic, badly writted, poorly acted, melodramatic
and pathetic. The characters were so one-dimensional that
if they had not met their stereotypic fates, whether
love, duty or death, it would have seemed unnatural. The
special effects, while showy, had some pretty spectacular
flaws, like a newsreporter standing in front of the
funnel of an F5-class tornado without so much as a light
breeze blowing through his hair.
And people who don't live in cold
climates should not attempt to recreate scenes of extreme
cold and frost. Rule number one: You don't take your
gloves, hat or hood off whenever something important
happens. Rule number two: Nobody freezes that fast, not
even in space. Rule number three: When you breathe in
sub-zero weather, your exhale produces visible puffs of
water vapour.
If it was this bad, why am I writing
about it? Because something in the movie touch a button
in my soul and that button reads:
"post-holocaust". I have a saying: if you
squeeze excrement hard enough, it becomes a diamond.
Amidst the crap were a few absolute gems that really put
the hook in me. Not many but some, and they were
powerful. Very, very powerful, overshadowing the overall
crappiness of the flick. I know on a conscious level that
it was a very bad movie, but I really feel spiritually
richer for having seen it. If the "good movies"
out there would have this effect on me I would do nothing
else but watch them.
There was nothing to like. But I liked it
anyway.
24-May-2004: Art News II
I would like to begin by ranting against
game theorists and Schools of Roleplaying, but neither
have actually done anything lately to merit it, so I
guess we'll just have to skip that part. I'll have to
think up with alternative ranting topics for days like
this.
The one source of displeasure the I have
is www.roolipelit.net,
where someone has very kindly written an entry on Praedor
and then given the homepage of his own Praedor campaign www.praedor.org as the
(implied) game homepage. The real homepage is www.burgergames.com/praedor/
as everyone should know by now. Praedor.org is not the
prettiest site around and people have been asking me why
did I settle for such an ugly layout. But the truth is
that I have nothing to do with these people or the site
in question.
Now, to Art News, second edition. I
completed the final story for the Praedor novel yesterday
and all that remains is proofreading and fine-tuning.
Petri can still demand major changes and is reading it
through right now. Unless something really drastic
happens, the book has the following stories:
Vihreä Kuu
Miekkamies
Vanha Koira
Jättiläisten Maa
Petojen Herra
They form a loose chronological continuum
so I recommend you read them in that order (and pray to
the gods of Jaconia that Jalava puts them into the book
in that order or else my continuum is ruined). I don't
know what the book will be called, but my suggestions for
a name would be Vanha Koira or Jättiläisten Maa, or
then something generic like Taruja Jaconiasta, vol 1. And
no, unlike the rest of the genre, it will not be a
trilogy. In the unlikely case that somebody actually buys
the book and Jalava wants more, I will write something
completely different with completely different
characters.
Whilst Petri evaluates the overall
content, it is also being worked over by my spouse and a
friend who has translated a lot of books for Jalava,
including fantasy novels. They are not after
typographical errors but of inconsistencies, stylistic
breaches and lapses in the story arc logic. I am biting
my fingernails in fear and anticipation. Stage fever is a
terrible thing and I, an ex-teacher and a veteran speaker
at Ropecon, am burning with it.
While I have a tendency to diss my work,
all who have read the stories have commended them. My
spouse even compared me to Edgar Rice Burroughs and for
me that is a big compliment. Especially so since the good
old fascist, racist and sadistic ERB represents the very
genre I am trying to emulate; pulp fiction (fantasy
variant), aimed at the currently non-existing audience of
young working class males. Other well known products of
that age and genre are Conan (by Howard), Zorro and some
of the earliest superheroes and -heroines.
I just fear that I don't have enough sex
in it. A post-sex scene between two middle-aged people
does not really count in this genre.
Oh well, maybe next time.
20-May-2004: Art News
As for the grant, I got it. It is in the
bag (or bank, to be more precise). It was real and not a
daydream like I feared, but I still find it hard to
believe. City of Vantaa held a party for the grant
recipients last Tuesday and I was there, eating cake,
giving a short (very short) speech where I thanked the
City Council for the grant and told what it was for and
mingling with all sorts of artists. Author Anni
Järvenpää-Summanen was supposed to be the biggest
celebrity there, accepting her 10-year grant, but I have
to confess that I had never heard of her before. Two guys
from the band "Kengurumeininki" were also there
and I had heard about them: a rock band that makes music
for children.
They also gave me a smelly rose and a
fancy paper congratulating me on receiving the grant. If
they had put my name on it I would have framed it on my
workroom wall. I guess you can't have everything. That
and completing a couple of projects at work has resulted
in almost a week of non-stop small-scale parties.
All good things come to an end. Today I
will submit 105-page script of my book to Petri for
evaluation and I am absolutely terrified of what he will
say. It is like having a bad case of stage fever; you
manage to convince yourself that your piece is abhorrent
even before the first critic gets to read it. Showing the
script to a friend of mine who has translated a lot of
fantasy for Jalava was really nerve-wracking. I was so
convinced it was crap that her positive remarks were hard
to believe. Gniko, whose mother is a professional author,
told me what she had said of this kind of self-criticism.
According to her, when you start writing
you like your text because of all the cool new things and
tricks you've done with it. But as you go over it again
and again, you'll get fed up with them until they seem
irrelevant, stupid or just plain bad. However, the reader
is not going to read your book 30 times over in
painstaking detail and will find your text just as
enjoyable as you did on the very first time.
That is probably true.
In other news, www.roolipelit.net
is open for business, even if business is slow. Something
in the site layout bugs me; its uninspiring. The idea
behind the site is superb: Roolipelit.Net aims to be a
web-based replacement for Magus and other RPG media,
which have been sorely missed in the past two years. With
no actual magazines in sight and almost a year to go
before I can start working on Vyöhyke (a generic
supplement for all Burger Games releases, with little
something for Myrskyn Aika as well), we really need a
Finnish RPG media. I hope their business picks up.
15-May-2004: Progress At Last
Just finished by fifth story of the my
book. I am thinking about writing a short prologue story
to the beginning, but apart from that the book is ready.
I will be honing and rewriting parts of it until the very
last minute, of course. Nothing this big is ever so good
that you can't improve it further. And I bet you a buck
that I am the only fantasy author in the whole world who
writes Sword & Sorcery listening to WASP.
I kill a lot of people in this book and
many of the deaths are quite graphic. Although still
short of the insane heights of sadism and gore Edgar Rice
Burroughs achieved in "Tazan, King of the Apes"
or the fascist adoration of physical combat in the works
of R.E. Howard, I am doing my best. Of course, if this
book ever ends into libraries, it is probably somewhere
in the "youth section", right next to Tarzan.
Well, it is nice to know that I am the more
"wholesome alternative" if a mother is worried
about the influence books might have on her a children.
When did Tarzan and Conan become youth literature? Heroic
Fantasy was originally intended for single working class
males as a mixture of escapism and soft pornography.
Come to think of it, I am doing very
poorly on the pornography section and my female
characters, sidelined as they are, are much too strong
and close to the Nordic ideal to be valid damsels in
distress. I even have a post-sex scene between two
50-year olds!
I am doomed!
Juhana Petterson wrote in his column in
RPG-Net that now that I got an arts grant he is sending
applications left and right. I wish him luck, but the sad
truth is that my grant was the result of an existing
publishing agreement between myself and Jalava Kustannus,
so I received as an artist and author, not as a game
writer. However, they did accept my games as
"published works", so maybe there is some hope.
I hope he gets one and I hope he tells me where he got
it, because a couple of more grants would make the budget
of Stalker a whole lot easier to bear. Ropecon Society
may assist in that, but it is far too early to tell.
To my great surprise, there was a
description of my upcoming book at risingshadows.net.
The information probably comes from Jalava and reads like
this:
Petri Hiltunen on julkaissut kolme
sarjakuva-albumia luomastaan Praedor-fantasiamaailmasta.
Siitä on julkaistu myös roolipeli. Nyt Ville Vuorela on
kirjoittanut Praedor-maailmaan sijoittuvan romaanin,
jossa on runsas Petri Hiltusen kuvitus. Aric on mahtava
miekkamies, joka saapuu majataloon Taxoksen kaupunkiin
Eram Majatalonpitäjän vieraaksi. Aric pyytää Eramia
mukaansa seikkailuun Luumetsään. Aricin miekka on
tarunomainen ase, joka on kiertänyt aikansa
mahtavimmilla sotureilla. Kirja on laadukasta kotimaista
sankarifantasiaa, joka vetää vertoja alan parhaimmille
ulkomaisille vastineille. Petri Hiltusen jyhkeä kuvitus
tukee kirjan vauhdikasta juonta.
Umm, that's cool... but guys, although there is a
fellow called Aric in the story and he has a sword, a
really good piece of work from the smitheries of Angar,
neither he nor his sword are the focus. The book is about
Eram and how he returns to the life of adventuring under
the alias "Old Dog". The original short story
was titled "Old Dog" and the rest of the book
as been written in the same vein. I don't know if they'll
let me choose the name of the book, but it sure as hell
should not be "Sword of Aric"!
Risingshadow.net lists the book under
"New Publications in September". That was news
to me, but hopefully it is true. I am a bit worried if
Petri can find the time to do the illustrations, but
maybe the people at Jalava know this better than I do. As
for the marketing bullshit, it is okay. Everybody does it
and nobody really expects a first-time author like me to
rival the likes of LeGuinn, Howard or George Martin.
Oh, and a final note: "Praedor"
is the name of the whole concept. The fantasy world is
called Jaconia (and beyond it lies Borvaria).
13-May-2004: Dragonbane
Dragonbane is a LARP game set in the
world of Myrskyn Aika (if I have understood anything
correctly) and perhaps the most ambitious
live-action-roleplaying project ever. With over a
thousand players and hundreds of writers, the Dragonbane
team is trying to take LARPing to a whole new level, and
although I don't LARP, I think they are going to succeed.
Plans, budgets, environments, special effects...
everything promises to be little short of spectacular.
The intended date is autumn 2005 and intended location is
Estonia.
Dragonbane website has opened: http://www.dragonbane.org
This is an international project so check
it out wherever you are from.
For LARPers out there I can only say that
Dragonbane is probably going to be a once-in-a-lifetime
experience and if I am impressed by a LARP
project, it is really going to knock your socks
off.
For non-LARPers I can only say that this
is the level of ambition I would like to see in all game
projects. Of course, there is a limit as to how much
resources you can put into a pen&paper RPG product
and there is certainly no point in making a cinematic
advert, but if all would-be game designers would set
their sights this high some of them might get quite far.
12-May-2004: Dark Future
In the last entry I wondered what was the
definition of character immersion. Mike sent me this
quote from Beyond Role & Play:
"By understanding a character as
diegetic roles, the diegesis as the
character's perception of the reality of the game world,
and the player
as the participant of the role-playing game, immersion
can be defined
like this: Immersion is the player assuming the identity
of the
character by pretending to believe her identity only
consists of the
diegetic roles. (See Stuart Hall (1996) for more exact
definitions of
identity and role)."
As far I can understand all those fancy
words there is nothing I would add. I just find myself
wondering if that really is a goal and not a method, but
then again I am not the theorist here. Mike also pointed
out that the part stating that storytelling ceased to be
a part of the essence of roleplaying in the winter of
1999-2000 referred only to academic discourse on gaming.
Fair enough, this is exactly why I compared Schools of
Roleplaying to normative grammar and dislike them both.
They are instructive, not descriptive. But enough about
that.
A topic that has intrigued me lately is
the fate of the dark future genre, partly because of the
science fiction panel I was part of at Conklaavi. As far
as science fiction is concerned I am usually a
post-holocaust fanatic who likes to explore social
dynamics and veers away from high-tech, but you are now
witnessing the exception that makes the rule.
Cyberpunk is out of fashion (some say it
is dead; I disagree, although I do agree that the
presentation of the future world given in CP2020 is dead
and decomposed) and in terms of games there is nothing
out there. Of course, the collapse of Soviet Union and
the subsequent events have made the world even more
unpredictable than beofre. After Iraq, I don't feel like
making predictions even for the next year, let alone for
year 2020 or something. For the D20 system there is a
game called Armageddon:2079, a mecha game on World War
Three. Definitely interesting, but not really what I am
after.
For all its faults, the Matrix Trilogy
had certain highlights. Even the often derided
Revolutions had a very interesting scene where Zion dock
operators are jacked into a VR space where the controls
of the dock facilities float in front them. Perhaps it is
because I am in the electronic games industry now, but
cyberspace, or more precisely any plausible if also
futuristic practical applications for the Gibsonian
cyberspace feel much more interesting than they did back
in the early nineties when they were such a hot topic.
What are the distribution of power and political
processes like in a post-information society? What is
daily life like in an automated society where the whole
infrastructure is run via an omnipresent data network,
accessible from anywhere, anytime?
From the game design perspective it poses
the following questions: What kind of post-information
age setting would an expert find plausible? Can the key
themes and dynamics of that setting be conveyed to a
non-academic or an underage gamer? What would have to be
added or omitted that an early teenager would find the
setting interesting, while not alienating the expert (at
least not by too much)? Is it even possible? If yes, is
it playable? Is it interesting? Is it marketable?
Let's focus just on cyberspace. Assuming
there were no technical restrictions (which takes us into
far future or science fantasy genres), can we fathom a
society where it would be practical to have a cyberspace?
What would be the everyday benefits of having what is
essentially an alternative reality superimposed on the
physical world that you can access at will? Why is it
there? Is there a reason?
I really, really want it to be there.
10-May-2004: Punk Gamemastering
My esteemed colleague Mike Pohjola runs a
column
in RPG-Net that I read regularly. Typical for RPG-Net
columns, it has discussion threads attached to it where
readers can comment on it and Mike responds, usually
defending the points he has made. The style of
conversation is polite, intelligent and academic. As I
have none of those qualities I rarely participate.
However, as I was browsing through the
comments today, I found this little pearl of roleplaying
theory:
[Ken Vinson] "Maybe I'm not
keeping up with cutting edge RPG theory, but since when
did telling a good story become irrelevant to the
"essence" of roleplaying games?"
[Mike] During the winter of 1999-2000.
If you haven't read these, now is your chance:
Dogme 99: http://fate.laiv.org/dogme99/en/index.htm
The Manifesto of the Turku School:
http://www.laivforum.dk/kp03_book/classics/turku.pdf
Of course, roleplaying theory has progressed enormously
since then, but in my opinion, that's when story telling
lost credibility as the "essence" of
roleplaying games. Maybe Juhana would like to send us a
few snippets of his Beyond Role and Play article?
You can find the full thread here: http://www.rpg.net/forums/phorum/pf/read.php?f=123&i=88&t=86
So, it is Turku School of Roleplaying
that has the authority to decide what is or what is not
the essence of roleplaying and when it change? This
reminds me very much of the normative grammar for English
language, where we have a theory of how a language works,
prepared by renowned intellectuals. If real-life
observations don't match it, it is the language, the
speakers and the real world at large who are to blame.
More importantly, this whole statement implies that there
is a single, universal "essence" of all
roleplaying, which Mike thinks to be character immersion.
No-one has been able to give a concise
explanation what character immersion is, but I have
always thought the so-called essence of roleplaying to be
a mixture of many things, from the adrenaline rush of
diced action to story telling and identifying with your
character as deeply as you can or care to. While I find
the storytelling approach easiest when I am
gamemastering, I believe the actual play experience
varies from person to person. While I, the gamemaster,
pursue the story, my players are fiddling with numbers,
roleplaying their characters' personalities and dialogue,
or immersing themselves into their thoughts, feelings and
deeper motives which might not be obvious even to the
characters themselves. Thus a roleplaying session is
really a chaos of dice rolling, personal victories,
bitter defeats, true and simulated emotions, flashes
inspiration and stimulated creativity.
And you expect me to believe that just
one of these things is the "essence" and the
rest are irrelevant? It seems that I dislike normative
grammar and Schools of Roleplaying for the same reasons.
8-May-2004: Blood and guts
By the look of his armour the
redbeard was a knight, a warrior noble for the Princes of
East, now serving the Lord of Beasts for whatever reason.
He yanked his greatsword free from the chieftain's
corpse, turned and slashed. Culan's warcry turned into a
cry of pain. He staggered past the knight and his slain
chieftain, his left hand clutching the stump of his
right. The knight ignored him and focused on the two
remaining enemies; Raven and Old Dog.
Another day, another battle scene. I can
write just as gory texts as R.E. Howard but I can't
glorify them like he does. I identify too strongly with
the people I kill in my novels. Still, I kill a lot of
them. The part of the novel, "Old Dog" that has
already been published in the web has only three deaths.
When I am done with the book, I'll have to count how many
detailed death scenes I have written. It all fits the
genre but I still feel like I am mentally disturbed when
I write the stuff. I wonder if the readers will feel the
same way.
Ropecon'04 webpage is out, amidst
controversy over its graphics and layout. The present
flower theme is not bad, just very un-Ropeconish. If I
understood correctly, the layout is permanent but the
images act as placeholder graphics for the actual Ropecon
images. There isn't much content yet and I have a nagging
feeling that past Cons have been quicker with their pages
and prototype content. This is just a feeling, though.
And anyway, if they get most of the stuff there in June
it is still early enough.
What I would like to see next is the GM
sign-up information. As I have told a hundred times I've
been thinking about running a Stalker adventure at
Ropecon, but maybe they don't take pre-event sign-ups
this year? It would be very odd, but it is perfectly
possible.
6-May-2004: S.T.A.L.K.E.R. has balls
I have been visiting the website of the
GSC's (distributed by THQ) upcoming FPS game S.T.A.L.K.E.R: Shadow
of Chernobyl. And for the umpteenth time, no, my game
project does not have anything to do with them, except
that both draw their inspiration from Stalker.
Furthermore, I have the license and they don't, which is
why they are using all those dots and using a plotline
that sounds so stupid I want to cry. However, as a
computer game it can be pretty cool.
In the game, a mysterious disaster has
turned the Chernobyl exclusion zone into the Zone where
anomalies occur (although pretty sparse compared to the
book) and all sorts of weird creatures run amok so that
the players have something to shoot at. At decreasing
intervals there is a blowout in which the whole Zone is
engulfed in strange phenomena, new monsters appear and
anomalies change place. S.T.A.L.K.E.R. refers to a secret
government project behind the accident but for some
reason the people searching for mutated fungi and other
samples from the Zone are still referred to as stalker.
However, the game has a lot going for it.
Graphics are gorgeus, but that is a must for any modern
PC games. More importantly, they have modeled the
18-kilometre exclusion zone in painstaking detail and all
the major features and buildings are recognizable. There
is no fixed path of advance; instead you can go anywhere
and do anything, including interact with NPCs or hunt
other stalkers. Stalkers themselves are organised into
factions and the player needs to choose his friends and
enemies carefully. Factions have their own goals and the
progress of NPCs affects the game events just as much as
the progress of the player. Samples and equipment looted
from the Zone can be exchanged for better weapons and
tools. Unfortunately there is no skill system or
character ability progression.
Although I am aiming for a different
atmosphere and play experience with the roleplaying game,
the atmosphere captured by the game screenshots and
trailers appeals to me. The devastated, post-holocaust
landscape combined with lush vegetation reminds me of the
scenery in the movie "Stalker" and while the
emphasis on action, whether shooting at mutants or
exchanging fire with stalkers or soldiers from enemy
factions is alien to my view of Stalker setting, I do
like the genre. If the Ukrainians get it all together,
S.T.A.L.K.E.R: Shadow of Chernobyl is one heck of game,
with more balls and atmosphere than most Anglo-American
games put together (even Far Cry was from Germany).
Something's wrong the electronic
entertainment industry of the west and I think it is lack
of courage. People in the business think they already
know what sells and avoid difficult genres (like scifi),
topics or solutions (like the completely free play
environment). Misguided conservatism, unwillingness to
take risks with innovative ideas. Lack of ambition... or
lack of creative ambition in comparison with financial
ambitions. Preference of the same old compared to new
things that would propel the industry forwards in more
ways than just setting new standards for graphics (and
hardware requirements). Then everybody acts surprised
when the genre breakers become the biggest hits.
I wonder if this applies to pen and paper
roleplaying games as well?
3-May-2004: City of Vantaa rocks!
No, I would not believe it either until
now. But it does, it rocks ten times more than any other
place I've ever lived in. I love this town. I hug the
concrete, kiss the blacktop and dance naked in the
meadows surrounding Mätäoja.
City of Vantaa has just awarded me an
Artist's Grant! And not a small one either! Although no
longer unemployed, I am still hurting from four months of
unemployment and a lifetime of stupid financial decisions
(you wouldn't believe...) and can really use the money.
So thank you, City of Vantaa and forgive me all my
misgivings about you (even if you can't handle medical
care). I will repay you. I will write. I will publish and
I will be published. I will add to the culture and fine
arts of this town.
Speaking of writing, Praedor novel is
still in the works (obviously) and I am having quite a
bit of trouble with story #5. As it stands, it is so
obviously the weakest link that I just have to rewrite
it. I thought writing a dungeon romp would be easy
compared to the rest, but it turned out to be the other
way around. Gods damn you Howard, how did you make it
look so easy? Actually I have enough pages already to
meet the demands specified in my contract with Jalava,
but the story arc isn't complete. I have about 20 pages
of the primary story arc left and then, if there is time,
there will be a 10-page story #1. Story numbers refer to
their order in the book.
One effect of the grant is that if I ran
out of time, I can take a few weeks off without a pay to
finish the book (assuming that the game projects I am
working on do not fall apart because of that). I also
have my doubts about the original scheduling: Petri is
probably far too busy to do anything about the interior
illustrations before September, so there is no telling
when the book will actually hit the stores.
Still, life is good.
30-Arp-2004: Designer's Notes
Policies
I usually don't discuss the policies
behind Designer's Notes for the simple reason that there
are no codified rules. However, here are some points I
would like communicate to both of my potential readers.
Designer's Notes is not a public forum
where different parties, factions or individuals might
exchange their views. It is about MY views, MY opinions,
MY ideas and MY inspirations. If you feel offended by
them, you have two choices: don't read it, or ask me by
email if you could have your comment added to the bottom
of the specified entry as a post-scriptum. If I think
your comment would contribute something to the entry, I
will add it. If I don't, go express yourself in another
medium, private or public.
Designer's Notes is written in the form
and style of a column, not as a diary. It can embrace,
ridicule or attack any other declaration, piece of work,
interview, article, review or other form of communication
available in public media and forums. I will try to
provide pointers to the source but this is not always
possible (unless somebody taped Martin Ericsson's Sunday
presentation at Ropecon X and put it in the Net). Since
this blog is about my opinions I usually don't bother
with direct quotes. If the source is available somewhere,
there should be a pointer. If not, go ask the other party
for details.
I am Burger Games. Burger Games is me. I
will not touch private email on this blog but any emails
concerning Burger Games or my person within the scene
are fair game.
I will comment on fanmail. I will bring
out important points or revelations concerning the scene
when they have occurred to me through an email exchange
(and when there is no obvious harm to the other partner
of discussion from doing so and will remove them if asked
to). I will publicly trash hatemail concerning Burger
Games or my person as a game author and scene activist
(as small as that role might be).
When trashing hatemail or commenting on
negative trends in incoming communication without an
individual source, I try to omit names and identities.
This may fail if the provocation is serious enough, but I
will honestly try. However, when trashing something you
have publicly presented under your own name or signature,
I will refer to you by that name.
Designer's Notes is not the Word of God.
It is unbelievable that there can be any doubt of this. I
have no supernatural powers, command no armies, control
no assets or in any other way have the power to change
anything. There is no benefit in worshipping me, nor
point in accusing me of endangering an entire branch of
science by my writings. This is is a weblog kept by a
soon-to-be middle-aged overweight guy of mediocre health,
struggling finances, poor eyesight and ill temper. He is
part of the scene because he writes RPGs every now and
then, but whether you give a hoot about his opinions is
up to you. But iIt's nice if you care, because nobody
else does.
29-Apr-2004: Back
to the Zone
If yesterday's debates and arguments
taught me anything it was that if I come up with a plan
for the real world, it is bad, and I just should just
stick to the unreal ones. It is a big if; I have the
feeling of being taught this lesson before, but I never
learn it. The issue about an anti-drug stand in Ropecon
is peculiar: however I try, I still think it is a
splendid idea where the good things outweigh the bad. To
me it is obvious, a no-brainer. Yet it was so poorly
received that according to the empirical principle it
can't be anything else but A Bad Idea.
Whatever my faults, I do have a sense of
realities. Or as police commissioner Jansson from the
beloved TV-series RAID puts it: "We are in this mess
because every soft-handed idiot understands realities but
not what is right or wrong." I am now officially a
soft-handed idiot who has chosen realities over his sense
of right and wrong. How that sense compares to the
overall scheme of things is a different matter. You know
my stance. And you know yours.
Hence, I have chosen to depart this world
and return to the Zone (and various other fictional
worlds), where I shall remain until the next bad idea
overcomes my better judgement. Polite silence is hard
when you're a cranky old man.
You're reading news from the
Zone, this is Burger reporting.
After a long period of calm and quiet,
there are finally some signs of life at Myrskyn
Aika discussion forum. I am overjoyed, because it
indicates that a player community is forming around the
game. All RPGs need that survive, unless new supplemental
material is constantly hurled at consumers. Such
communities (Praedor also has one, albeit less solid) are
useful for Finnish RPG developers as they both alleviate
the misgivings many gamers (within and outside these
communities) have towards Finnish RPGs and make it easier
for us to promote our products by forming easily reached
target groups.
Wille Ruotsalainen is (or at least should
be) the big star of Ropecon'04. His book "Roudan
Maa" is currently in the printers. I've seen
prototypes of Roudan Maa and have really high hopes for
it. It is not a game but a fantasy setting bringing both
historical fact on Iron Age Finland and well-thought-out
fantasy elements Kalevala Mythos to roleplaying games in
an interesting, and most importantly, playable
way. I've seen some of the material and if the rest is
anything like them, The Definite Kalevala Supplement for
fantasy RPGs is here.
Wille has already published bits and
pieces of the Roudan Maa ("Land of Frost" in
English, because "Land of Permafrost" would
sound stupid) in Magus over the past few years, but now
all that and much more will be available in a single
book, illustrated probably by Wille himself. Unlike the
rest of us, he can draw!
I can hardly wait!
Unfortunately I don't know of any
WWW-pages dedicated to Roudan Maa. I hope there will be
some and if there is any trouble with that I will gladly
accept them under burgergames.com -domain. Hell, who
wouldn't?
In a remotely related story, BBC has
published a long web article (which probably appeared in
a magazine or two as well) studying the current status of
D&D as a hobby (note: "as a hobby", rather
than identifying it as a single product of a wider
hobby). Despite tiny and complete forgivable errors the
articles and the reader feedback to it were incredibly
positive. I told you the recent fantasy boom in media
would have a positive effect on gaming as well. The last
time I checked the article was here: http://news.bbc.co.uk/1/hi/magazine/3655627.stm
Anything else? Oh yes, Ropecon has asked
Burger Games founder and CEO Ville Vuorela to give a
presentation on something during the Con. It is highly
likely that it will be about Stalker. I hope it will be
more popular there than it was at Conklaavi. No further
details are available.
And a final note: I was making changes to
my Operation:Half-Life game, an action-oriented lite-RPG
based on a well-known computer game so that I could make
it public. I was thinking about an island where the
experiments of a mad scientist have gone wrong, creating
a supertech dungeon for our fighters...err..mercenaries
and wizards...err...hackers to infiltrate. Then Ubisoft
published its new FPS-game "Far Cry". Feeling
that somebody had just walked over my grave I went and
bought it, and lo! Except for the brave adventurers it
was all there!
I'll have to come up with a different
setting.
BTW, Far Cry is a great game.
28-Apr-2004: Larpers on rampage
Every now and then I get the feeling that
LARPers (or more precisely the people defining themselves
as LARPers) are rational, social and likeable people.
Fortunately they then say or do something that drops me
right back into the real world. Martin Ericsson's speech
in last Ropecon was one event that I won't forget in a
hurry. If I ever see another person like him I am pushing
for a law that would prohibit live-action roleplayers
from coming within two metres of sharp objects or moving
vehicles.
Now, in the ever-so-delightful newsgroup
sfnet.harrastus.pelit.rooli somebody suggested the idea
of promoting "zero tolerance for drugs" in the
event and I thought it was a splendid idea: there are
lots of youths around, Ropecon and everything I THOUGHT
it stood for are clearly healthy, social and clear-headed
activities. So offering a stand to a non-drug association
like Irti Huumeista Ry. would fit quite well and enhance
the positive image of the event.
I was then informed by Mike Pohjola and
others that giving a stand to an anti-drug organisation
would equal to giving a stand to religious fundamentalist
organisations and that the whole roleplaying community
will be aghast and hate Ropecon forever for taking an
ever-so-mild stance in the matter. And a stand promoting
a healthy lifestyle would mean enforcing all the other
rules normally associated with Christian fundamentalist
virtues. And finally, that the police do not care about
drug abuse anyway if they are informed about it in
advance.
It is all there in the newsgroup, go
ahead and read.
Latest developments:
I have just been told that Ropecon (and
Burger Games) is a pro-drug institution because many of
the roleplaying games out there enable player-characters
to use drugs and drug-like substances. I can accept Dare
Talvitie's view that an anti-drug stand in Ropecon might
do more harm than good in mixing up event focus and
priorities. I disagree but I am open to debate and it is
not such a big deal. But this latest suggestion, put
forward by you-know-who, is totally unacceptable and a
sad proof that some people can't tell fact from fantasy.
I am shocked, appalled, saddened and extremely
disappointed.
Even later developments:
Besides arguing about it in the news, I
have been discussing the effects of having an anti-drug
stand at Ropecon with Dare Talvitie. We still don't agree
(surprised?), but I'd like to sum up my opinion on it as
follows:
The primary purpose of Ropecon is to be a
hobby event and cater for their needs and interests. That
determines the programme and events.
Now, if a small minority would be
offended or marginalised just because there were an
anti-drug stand the Con, I'd be happy to see them go. I
believe the overwhelming majority of visitors would
either be indifferent or supportive of the idea.
However, if this minority turned out to
be much larger than expected, or it included many of the
activists organising con events and programme for
different genres, the interests of the hobby would come
first and the stand would have to go. Dare thinks this
might be the case and says he would certainly consider
dropping out himself or at least complain a lot. I hold
on to my view that this group of people would be small
and insignificant, although I admit that losing Dare
would be a blow.
The only way to find out would be to
collect feedback of the idea from Con visitors. The
present main organisers are opposed to the idea anyway,
so it is not going to happen this year. I don't know what
would happen if these organisations were to approach Con
and reserve a table from Kaubamaja by their own
initiative. That would make them paying customers just
like the rest. Can Ropecon turn down Kaubamaja
reservations on the basis of ideology?
19-Apr-2004: Conklaavi
Turku is the fourth largest town in
Finland, known for its old and pretty buildings, low
skyline and warm weather. It should also be known for its
kebab (traditional Finnish food if I ever saw one)
restaurants. In Turku, kebab meals are 2-3 euros cheaper
and 1.5 times larger than in Helsinki and I've never seen
kebab rolls that big before. By rights, Turku should be
the obesity capital of Finland. Conklaavi is an annual
roleplaying event held in Turku and they arranged me to
become their guest of honour (I would say
"invited" if I actually had been invited and
not just informed of the matter). Since they offered to
pay my train tickets, meals and lodging at a nearby
hotel, I was all for it and to Turku I went.
In theme and function, Conklaavi is
pretty much like Ropecon, but only 1/10th in size. I was
surprised to find that they only had one live-action-game
(in a single room with seven players) and that there only
two groups playing Magic there. The Warhammer miniatures
tournaments were also small, but with excellent-looking
figures. Really impressive.
What interested me most in Conklaavi were
the speech programs, from presentations to panels. There
were only a few, but although Conklaavi has been
criticized for having too few events, what is the point
of having more if people don't come to see the ones the
have. My guest of honour speech was listened to about 20
people, but they came and went so that no more than 6
were present at any one time. I had to repeat the story
of how I got the Stalker license three times, and I am
NOT going to repeat it here.
On Saturday there was also a game theory
panel, but you already know what I think about game
theorists. I departed before I fell asleep and sort of
loafed around the rest of the evening, until it was time
to retire to the hotel. Scandic Julia in Turku is
otherwise very comfortable, but A) it has no web
connection and B) it is very noisy when a male basketball
team and a female aerobic team have rooms on the same
floor as you and they are all drinking, making out and
shouting like crazies. I got some sleep, but not as much
I would have wanted to.
On Sunday, there were three interesting
panel discussions. First was a discussion about positive
feeling and themes in roleplaying game, intended to
provide a counterpoint to the present emphasis in dark,
gloomy and angst-ridden settings. The second was a
discussion on how to select and control your players, and
about group dynamics between the players and gamemasters
in general. Third one, where I was also one of the
panelists, was a science fiction panel for defining and
discussing the present state of scifi roleplaying. I hope
I did okay, but at least the audience did not boo at me.
When it was all over, some of the
organisers and me went to Cosmic Comic Cafe, which was a
pretty cool comics-themed bar. I would like to see one of
those in Helsinki as well. Unfortunately the stay was
short because I had a train to catch and the organisers
had some sleep debt to attend to.
The one thing Conklaavi did wrong was the
treatment of their guest of honour. The food and lodging
was fine, but now that they had a guest of honour, they
still didn't have a clear idea as to what to do with him.
So they did nothing. I was never introduced to the
organisers, apart from the head honcho Jeppe. There were
no social events, like joint dinners, where I might have
got to know them and talk to them. There were only two
events programmed into the GoH schedule, which seems a
poor return for the investment made in my lodging and
food bills. And finally, no thought whatsoever had been
spared for my transportation, namely on how to get back
to Greater Helsinki Area.
Hint: If you invite a guest of honour
from as far as the capital, it would be polite to have
some train schedules printed out for his departure. But
if you don't have them, it is perfectly okay to say that
you don't have them and thus don't know the schedule.
Come on, there nothing to be ashamed of in admitting that
you don't know train schedules by heart.
What is NOT acceptable is that you first
give him false information about trains running late into
the night and then dump him at the train station when the
last train for Helsinki (leaving at 21.15) has already
departed. I then walked to the bus station (after a cab
driver told me where it was) at about 22.02, only to find
that the next (and last) bus to Helsinki departs at
24.00. Too bad the bus station cafeteria closed at 23.00,
so after an hour there I spent another hour outside,
typing furiously with my laptop (I am quite creative when
I am pissed off). I was home at 02.30, five hours after
leaving the cafe. Tsk. Tsk.
Now, I liked Conklaavi a lot. The
organisers are nice, young, active and social people.
They don't have the same kind of experience that Ropecon
organisers have, but then again the amateur nature of
Conklaavi is what makes it so light and delightful. It is
very unfortunate that this last incident left such a bad
taste in my mouth.
3-Apr-2004: UNSF
No, I wasn't kicked in the balls when I
said that. It is a Finnish RPG you can find at http://koti.mbnet.fi/unsf/intro.htm
United Nations Space Force Frontiers is
the second game in our "Space, the awkward
frontier" series. It is a roleplaying game where
Humanity has conquered space and established colonies on
neighbouring stars. Googling the web for UNSF produced
astounding results; the abbreviation is not only the
codename of an existing UN peacekeeping force in New
Guinea, but also the name of no less than three other RPG
projects and a story site. Of course, the full name of
this game is UNSF Frontiers, which is somewhat
misleading when the entire game and game site is in
Finnish. Oh well, we've seen that before.
An item of good news: UNSF Frontiers has
a beta rulebook with 49 pages, so the game actually
exists! And more importantly, it is mostly grammatically
correct! Then a bit of bad news: the writer is apparently
trying to be clever and eloquent, using sentences like:
Vuosien kehityksen tuloksena
radikaalisti lisääntynyt kaupankäynti planeettojen ja
avaruusasemien välillä on nostattanut huhut suurista
voitoista, jotka odottavat noutajaansa.
You need to understand Finnish to make
sense of that, but trust me: it is poorly written.
Earth, Moon and Mars, who have their own
planetary governments, have decided to form an elite
combat unit called UNSF to fight against booming space
piracy. The players take the role of a UNSF space
infantry squad and travel to a variety of conflict zones
all over the Solar System. Mmm... military scifi... I am
starting to like this game.
Hegemony of 2280 seems a pretty
international place: Nova Lingua is used as a common
tongue in all colonies and there are only four states:
Earth, Moon, Mars and Europa. Their descriptions are
short and focus on their military capabilities. There is
also a compulsory list of new technological innovations
like FTL travel and space combat weaponry required to
make this kind of setting happen. It is short and there
is nothing too stupid in it. Kudos for that.
Unfortunately the author has been unsure of the
translations of much of the terminology here and the text
is riddled with anglicisms, like "cryokapseli".
I like the page titled "Life in
Hegemony". Too short, as always, but still gives a
pretty good picture of what life is like for the average
Hegemony citizen. Quite sufficient for a freely
downloadable rulebook. Space station list is a
frustrating mixture of poor layout and compound word
errors. A simple list would have been better. For the
most part, UNSF layout is functional but crude. In this
particular chapter it really fails.
Once the setting description is over, we
reach Character Creation. It reminds me of 2300AD but
that is not necessarily a bad thing. The system is quite
heavy and there are lot of tables and calculations. This
seems to go hand-in-hand with scifi RPGs as a genre.
Skills are measured in percentages and attributes give
bonuses or penalties to the percentage value of each
skill group. Difficulty levels bring bonuses or penalties
to the percentage value but the 1/100 critical success
chance seems a bit low.
Since all characters are soldiers,
professions are just different branches of space infantry
service. There are enough skills to make soldier
characters happy. Character background and family status
is also determined with a series of dice rolls and then
there are lifepath events for each past year of his life,
just like in Cyberpunk 2020 (and many of the outcomes are
taken from that game). If you are into completely random
backgrounds, UNSF has some of the better background
systems I've seen.
There are rules for combat, hacking,
first aid and space warfare. Unfortunately, the rules for
surface vehicle combat have been omitted, even if the
characters are more likely to fight with ground vehicles
than with spacecraft. They are infantry, after all. There
is a good list of weapons and armour and the pictures of
different types of armour suits are especially good,
assuming they have not been stolen from a copyrighted
source (in which case I strongly condemn their usage).
Overall, the equipment list is a mixture of 2300AD and
Aliens, which is not a bad thing in itself. (Big Fucking
Guns!!!)
Alien races, or xenomorphs (ksenomorfi in
Finnish, you dolts!) are mostly beasts from alien worlds
and being a big fan of Alien movies I could already see
UNSF rangers gunning down the Alien-like Xions. There are
no sentient alien races, although the introduction hints
at the possibility of humans having made contact with one
at the far side of Hegemony.
Summary: I'd love to
hate this game as a 2300AD/Aliens rip-off, but I love it
for the same reason. Neither of the predecessors (yes,
there was a licensed Aliens RPG once) are still around
and the inevitable Aliens vs. Predator RPG in the near
future is bound to be a D20-game, so there is need for a
good, testosterone-pumping "I like to keep this
handy for close encounters" RPG, and none of my
ideas, not even my recent scifi ideas, fit the bill. UNSF
Frontiers is still incomplete, but I'd like to see it
moving in one of these two directions:
Become a genuinely serious
military scifi game where the foreign biospheres
have been found to be more horrible than ever
imagined (read Harry Harrison's Deathworld
Trilogy for inspiration) and the UNSF is racing
all over Hegemony to prevent the colonies from
collapsing. Or....
Big Guns! Big Fucking Guns! Leave
your brains at the doorstep and start blasting at
ugly, slimy, horrendous beasts that'll rip you
apart if they get close enough! EAT THIS! BLAM!
KABOOM! AARGH! GO GO GO!
I'd play either one. Or both.
26-Mar-2004: Space,
the awkward frontier
Or "what the hell are you talking
about"?
I am in the process of writing another
mini-game like Mobsters or Operation Half-Life and this
time it is pure science fiction, with some leanings
toward hard scifi. But I am not going to tell you more
about that. What I want is to take a look at some of the
other Finnish RPG projects out there, namely those
involving science fiction. And I warn you, it is a
critical look, even if I think that the games do have
potential. We'll chew them up one at a time.
Burger Games homepage has a link to
Project Sigma 2398. The link has been there for ages, but
since there has been some progress to the project I'll
keep it there. It is a science fiction roleplaying game
where a human colony and some ships got sucked through a
wormhole into some remote region of space. Their
descendants have since then built their own enclave
amongst a variety of alien realms. It is worth noting
that the scifi MMOPRG EVE uses the same
background story. They have written everything in English
and not too badly, although a native speaker would
probably consider the page clumsily written and even I
could pick out a fair number of errors and typos.
At its current stage Project Sigma NNNN
is just a setting. There are no rules, nor any
information on how to run this setting with existing
rulesets. The game attempts an anime look-and-feel and I
think it would work beautifully with Mekton Z. You are
free to disagree.
The page layout is odd but you'll get
used to it. It is of fixed width and even wider than
Burger Games homepage, which must be something of a
record. There is a "Showroom" for pictures that
"help you to get a feel of the world that Sigma
2398", with nine small pictures of non-detailed
human and alien characters, as well as CGI firearms from
the future. Given the lack of detail in other pictures,
the extensive detail in the weapon pics is a bit
confusing. Well, off to the Database.
Database is supposed to hold detailed
information on planets, species and everything else worth
knowing about the Project Sigma 2398 setting. Actually
there are just two sub-branches, Technology and Species.
Being something of a hard scifi fan I immediately started
reading through the Technology section to see what makes
the setting tick (FTL? Energy production?) but all I
found was two guns. Yes, two guns. Whopping two guns.
Guys, I know that your pages are incomplete, but are you
really telling me that the first thing you came up with
when designing your setting was guns? Come on, at least
tell me what I would be shooting at?
Oh yes, there is the other sub-branch of
alien species.
They gave me a gun and now they give a
variety of alien species. I think I can see where this is
going. There are 6 alien species, ranging from the
compulsory little grey men (The Metagali) to an amorphous
glob of goo (The Jelwai). Of these, only the first three
have been explained in detail. So, armed with my two guns
I go to meet them. What do I find?
Habits and traditions: The Metagali
have a huge amount of different traditions
That is good to know. It would be
cumbersome to have a huge amount of identical traditions.
I just would like to know if these are religious
traditions or something else. The species information is
basically a list of anatomical and homeworld stats, notes
on population distribution and tiny bits regarding the
political system. The Metagali appear to have a
democratic kingdom (much like the European monarchies of
today) but if so, what the hell does this entry mean:
Governmental systems: Most important
ones are The Metagali Space Navy and The Royal Merchant
Fleet.
Maybe these two are major departments in
the overall governmental system (which is the democratic
monarchy mentioned above). If not, I can only conclude
that there has been coup recently and while the society
as whole still functions along the lines of a democratic
kingdom, the royal family has been effectively replaced
with a junta Naval officers and high-level merchants.
Now, can I shoot them with my two guns?
There is nothing on the relations between the Metagali
and The Humans so I don't know. Maybe they haven't made
contact yet? Actually, in a setting without
faster-than-ligh-travel (or even spaceships) it is only
likely that they haven't made contact, since humans can't
leave their new homeworld (where they are living mud huts
without a society or language, but everybody owns a gun.
The chieftains have two). That was the database. In its
entirety.
Then there is a section called
"Stories" with two entries. They are basically
the same story told from different viewpoints. The story
suggests that humans have cities and there is little or
no mention of guns, which I find confusing in light of
the other source material. Actually, the stories and the
setting seem to have absolutely nothing in common, except
that both feature humans and The Metagali, who have
apparently found a way to contact humans even without a
faster-than-light drive. Cities usually indicate some
kind of an orderly society and the characters in the
story seem to have a language. I wonder if they are
living in cities built from guns?
Finally there are sections called
Feedback and Authors, with obvious content.
My previous entry was about writing your
own games and was not too different from the lectures
I've given at Ropecon. The one thing that was missing was
"work". RPGs do not write themselves. Instead,
someone must roll up his sleeves and type them down, or
else they won't be nothing but a cool idea in your head.
This seems to be the problem with Project Sigma. The
makings of a game are here and the illustrations (apart
from the guns) suggest an anime-type approach to the
subject. It is not a bad idea even if anime is not my cup
of tea.
But really guys, you either write it or
drop it!
21-Mar-2004: Making
your own RPGs
Lately, I've often been asked questions
like "what hardware do I need to write RPGs?"
or "I want to write my own RPG; can you give me a
good idea for it?". Since there isn't very much
happening the Finnish RPG scene right now, I think it is
a right moment to take a closer look at the requirements
of the mystical art of roleplaying-game writing. This
stuff is for newbies only, so Mike and Kalle can skip
this entry without the fear of missing something
important.
Now, there are four requirements for
writing roleplaying games:
1) Experience. If you
don't have personal experience on multiple different
systems and different trends and genres of gaming, you
are not going to make it. In my case it was a question of
stages, or knowing what I wanted only after trying out or
at least reading through almost everything there is out
there (and plenty of stuff that is no longer around).
2) Inspiration. You
don't start by saying "I wanna make a game, can you
suggest a topic?". No! No!! No!!! When and if I have
good topics for games, I am holding onto them. Besides, a
question like that is a clear indication that you have
neither inspiration nor vision and just want to write a
game because it would be "cool". You must first
come up with the idea on your own and not just any idea
but the greatest idea ever, along the lines "Man,
this is what I want to play and I know HOW I would play
it". Nobody sets out to write a roleplaying game,
they set out to transfer their great, ground-breaking
game idea onto paper so that they might share it with
others.
3) Skill. The vast
majority of those approaching me with game ideas can
scarcely writer their own names! I am not joking!
Grammatically incorrect text riddled with typos and
without a single correctly written compound word in sight
is difficult to read, makes the write look like an idiot
and turns even the best ideas laughable. Besides, people
with no skill in writing usually have no skill when it
comes to their style of self-expression, so their texts
would be horrible to read even if they were grammatically
correct. And don't give me that "Oh, I write badly
just in IRC and email"-crap. If you can't get your
casual text right, you should not even attempt long and
heavy articles like rulebooks and source material. Trust
me on this: I have yet to see any evidence to the
contrary.
4) Something to write with. Writing
games and publishing games are two different things. This
sport is not about the best equipment and you can make a
perfectly good game with some paper, pencils and erasers,
if all the previous requirements are met. To get a game
published you'll need to think things like layout but
even then any modern text processor will do. Use the one
you have most experience with but remember that any
version of Word has one feature you'll need for every ten
that you don't. The printing industry has also moved
forward and modern digital printing services can eat
almost any digital format, although they prefer dedicated
editing software formats (like Pagemaker) or fixed
layouts (like in PDF-files). I am not an expert in layout
design, but I like mine. I know many people who don't but
are still willing to put up with it. I guess the layout
does not have to be perfect, just tolerable.
Your game doesn't need illustrations to
be playable, but it is hard to imagine selling a game
without them. I am in the fortunate position of having
recognised early enough that I can't draw a straight line
even with a ruler and thus have never attempted to
illustrate a game myself. Unfortunately, many of the
aspiring game writers out there are just as bad with art,
but they are still planning to illustrate their games by
themselves. Ppictures convey much more information than
text and silly illustrations can ruin even the best game
(now that I am no longer in my polite mode, I can confess
that Tasnar is the perfect example of this).
Finally, many who have asked absurd
questions about game writing or submitted their works to
me for evaluation (and got them trashed) are 16 or under.
I don't like age racism any more than you do, but it is
getting progressively more difficult for me to take you
underage game writers seriously. So while I know it feels
like you know everything there is to know when you are a
teenager, it would be better if you spent 4-6 years
polishing your game before you come to ask my opinion on
it. It seems like the real world is a level-based system,
after all.
14-Mar-2004: Guinea
Pigs of Terror!
The previous entry seems to have hit its
mark and I am hopeful that I won't have so many stupid
questions in the future. So those you who you have
contacted me asking if I was referring to you, rest easy.
Those I was referring to are bloody well aware that it
was them.
I got back from Boardgame Weekend at
Lahti yesterday evening, approximately 15 hours before
schedule. The event, held at Munter's huge house on the
outskirts of Lahti, had an all-male, by invitation-only
crowd of about 30 (plus a pony-sized great dane called
Banjo). It really was about boardgames, of which I have
very little if any experience, and I quickly learned that
my favourite boardgames are Attika, Finster Flure and Ra.
There was also a very interesting game called
Gocginard(?) where the gamemarks were flicked towards the
board centre with your fingers and could send opponent's
marks flying out of the ring. Unfortunately, my aim was
so poor that I gave up after couple of games, but it
looked fun.
Munter's house is BIG and reminds me of a
game-oriented mansion with two separate home thetre
systems. However, the primary sleeping quarters reserved
for guests at floor -1 (truth!) were so cold that the
blanket I had with me would not do. I tried to sleep in a
room usually occupied by a small child, but was kept
awake by three hideous monsters who screamed, yelled,
jumped and tossed their house around all through the
night. Upon closer observation they turned out to be
guinea pigs, monstrous fur-covered creatures with
gleaming red eyes and razor-sharp teeth, known for their
blood lust, nocturnal orgies and rampant cannibalism. The
bowels of Hell could not have coughed up more terrible
fiends!
I am not a young man anymore, so without
sleep my brain shut down for the next day. I remember
only bits and pieces, like getting my ass kicked at Clans
because I just could not focus. I decided to leave early
and get some extra sleep so that whole work week ahead
would not be completely ruined. I am a decent tech writer
even when half-asleep, but you can't do game design in a
vegetable state. Believe me, I've tried.
All in all, Boardgame Weekend was well
worth visiting and I plan to do it again (if invited),
although being a poor sleeper I'll probably schedule my
stay for just one day (come early in the Saturday
morning, leave late in the Saturday evening). I presume
some of you reading this will want to attend it the next
time (probably sometime in the autumn), and why not. Just
remember that the event is by invitation only and the
only person who can invite you is Munter himself.
Boardgame Weekend has its own thread in the Puolenkuun
Pelit forums, so writing there and offering to bring a
lot of new boardgames to the event might get you one. Of
course, knowing Munter (either personally, or
professionally as I do) or getting acquainted with some
of his old friends is a big plus.
11-Mar-2004: Stupid
questions
Everybody has his cross to bear. Mine is
that I am supposed to customer-friendly, no matter how
stupid the customers are. It's been said that there are
no stupid questions but after my recent experiences with
questions about Mobsters and Praedor I am beginning to
have doubts. There ARE stupid questions, asked by people
with no perception of real-life facts, the ability to
look up even basic information on books or internet, or
any comprehension as to why a 64-page A5 booklet has less
information in it than the 1928 edition of Encyclopedica
Britannica. Or why a genre-specific game focuses on
things important to that genre, inevitably leaving some
things out of focus.
Hint of the day: If you are going to play
a lightweight RPG based on old gangster films (like
Mobsters, incidentally), it might be useful to have
actually seen some of those. Or even to be familiar with
the basic concept of a Prohibition-era gangster. Or even
to know what the Prohibition was! And when it happened!
And that there wasn't that much plastic back in the
1920's! The list goes on and on.
And if you are going to ask me why a
freely downloadable 64-page A5 booklet does not exactly
hold the player by the hand while introducing him to the
life of romanticized gangsters, you demonstrate such a
lack of basic comprehension that you really should stay
away from me and my games. Roleplaying as a hobby
requires a certain amount of intellect and basic
education. Not that much really (hey, I can do it), but
some. Definitely some. Ergo, it is not suitable for
everybody. The game can't think for you.
Please remember that rules are
abstractions and simplifications of life-like events in
the setting, reduced to numerical format for the ease of
play. Not vice versa.
Therefore, a melee attack can be more
than just a strike. It is often a series of combat
maneouvres aimed at harming the opponent, simplified to a
single roll of dice. The Praedor rule that dodging
characters back up about 2 metres per attempt implies
that dodging is a series of space-intensive defensive
maneouvres countering the offensive maneouvres of the
opponent's attack, the net result being that the
character has withdrawn roughly two metres per dodge
attempt during this round. He may have also moved forward
if he scored hits on his enemy, but those are such tiny
descriptive details that in a narrative play we are not
interested in measuring them. If you can't deal with the
2-metre rule, ignore it! I should have, but I just wanted
to make the layout of combat locations a bit more
relevant. But if it is THIS hard to grasp, I should have
scrapped it.
Some things are intuitive, such as the
realisation that fighting uphill causes more fatigue and
that elevated position often gives better reach and angle
of attack. If you have to ask why, don't ask me. Ask God,
the Mother Nature, the Laws of Physics or whatever you
see as the faction responsible for the basics of our
existence. If you have to ask if it really is so, don't
ask me but go find the nearest hill and try it out.
There are some things that we all should
know by the virtue of having lived long enough to learn
to talk. If you really have gaps in that department, I am
neither able nor willing to help.
9-Mar-2004: I've
got the blues
Spring is cold and I've got the blues.
Stalker's on hold and I've got the blues. My writing is
slow and I've got the blues. Eläketurvakeskus wants a
bloody big sack of money from Burger Games and I've got
the blues (now that I am no longer seeing everything in
red). If you are buying into that crap that young people
people should become entrepreneurs, don't! It sucks!
On a better note, I was right about my
new job (a game designer in a mobile games company) being
a dream come true and I am almost eager to go to work in
the mornings. Okay, I confess: I LOVE going to work in
the mornings and dream about it at nights, but you are
not supposed to say such things aloud or people might
think you are crazy. Work, especially ICT-related work,
is supposed to monotonous, boring, mismanaged and
stressful. Yet I have been having the time of my life,
even if my job does include a fair bit of documentation
and sitting at meetings. Wow!
They even have a workplace Cyberpunk 2020
campaign going on, which I am unfortunately unable to
attend as I have my own gaming groups to look after. In
fact, tomorrow is the first session of my second Praedor
campaign, mostly with the same players as in LootEm.
Yesterday I had a character creation session for a
roleplaying adventure set in the world of Necromunda (an
off-shoot of Warhammer 40,000). Today I had a game design
meeting with my bosses in a good restaurant at company
expense. This weekend I am going to Munter's house in
Lahti to participate in a semi-private gaming event.
Apart from the bloody Eläketurvakeskus, life is good.
Maybe I don't have the blues.
4-Mar-2004: Wow,
blog fanmail!
I have received fanmail before, but never
about this blog (although my friends have occasionally
commented or commended it in the IRC). It is nice to know
that I am not universally hated after all. A small
clarification to the earlier entry is in order: The
reason for wanting step down from the podium is that I am
running out of presentation topics. In the last two
Ropecons I've held presentations on writing and
publishing games, from both creative and commercial
perspectives. With about 60 people listening to the first
and over 150 listening to the second, I think that
everybody with any interest in the topic has heard them
by now. I am not really an expert in anything else, so
I've pretty much spoken my mouth clean, to use an old
Finnish idiom.
Of course, suggestions on interesting
topics are welcome, although I might not be the right
person to talk about them. And presentations on upcoming
BG products are always good for sales and therefore
likely to continue :)
But back to the topic of gamemastering at
Ropecon (and similar events)!
For a gamemaster, GM'ing at Ropecon is
the ultimate challenge. Normally P&P troupes are
pretty fixed; all members of the group know each other
well and the gamemaster can customize his adventures to
fit his group. In my case, I can pick the kind of group I
want from a larger pool of players, thus customizing the
group to my adventure.
In Ropecon you can do neither.
The idea behind public game sessions is
that all sorts of players can try out all sorts of games,
regardless of age, sex and previous experience. There are
newbies who are out to find out what roleplaying is
about, there are veterans interested in trying out
different game systems, and there are game and genre
fanatics who are curious at how other gamemasters handle
the game and the setting. New hobby, new genre, new game,
new gamemastering style... the point here is
"new". People go to cons to experience new
things and Gamemasters are no exception. Perhaps you want
to try out an idea that would not work with your ordinary
group? Perhaps you have your own game and would like to
playtest it?
Word of advice: Choose a game that you
know well. If you know the game but the players don't,
you can help them. If you don't know the game but the
players do, they can help you but then they are not
getting what they came for.
Personally, I would like to tear off all
Ropecon GM ads where the gamemaster has imposed
restrictions on his players, such as age or gender. Of
course, having a barely literate 8-year old newbie
joining your Praedor group is not the ideal situation,
but you wanted to test your skills, right? If you can
make him feel at home in a company of older players and
enjoy the adventure just as much as the adults, you've
passed the test! I am proud of the fact that I've never
had a player walk out on me in mid-session. There have
been a couple of no-shows, but irritating as they are,
the GM is not to blame if the would-be players change
their minds before the game. If they leave in
mid-game, you are doing something wrong (start by
checking your game session ad, since it may have given
them wrong expectations about your adventure).
The perfect Ropecon scenario is short,
easy to grasp even if the player is unfamiliar with the
game and somehow portrays the game or setting as a whole.
For example, a well-planned Borvaria run that begins and
ends in the Wolf Wastes could be a perfect Ropecon
scenario, since it gives the players an impression on
what Praedors are and what they typically do. A
whodunnit-type murder mystery in any of the larger cities
or courts that forces the characters to meet NPCs from
all walks of life would also be great, as it gives the
players a picture of what Jaconia is like. If you can
have both in the same adventure, even better, but most
Con sessions last under five hours, so don't get greedy.
Con is not the place for long and complex adventures. And
for heaven's sake, don't split your long adventure over
several days, expecting the very same players to show up
again! Charlie Ei Surffaa got away with it, but you wont!
Use ready-made characters. That way you
can start playing almost immediately after the group has
assembled. I often let the players choose their
characters in the order they show up and try to make all
characters good, solid personalities that fit the game
and the setting. It a sort of "the kind of
adventurers this game is for" -approach. Sometimes
my players have decided to create new characters anyway
and occasionally I let them, but if any player disagrees,
it is a no-go. Character creation is often slow and I
don't want half the group to fall asleep while the other
half sorts out numbers.
Don't keep playing until you drop but
instead plan the ending as carefully as the beginning. It
is also a good policy to time it with the start of some
other major event, so that players interested in seeing
something besides your face still have a chance to make
it. They rush off, while the rest mill about the table,
eager to hear your comments on their play or ask you
questions about the game. Still, you can't plan for
everything, so it is useful to design your con adventure
so that some characters can be dropped off in mid-play if
their players need to depart before the play ends.
Ropecon is a social event, but Ropecon
game sessions are not. The players are not sitting at
your table to meet each other but to try out new games.
Therefore, planning an adventure that rests heavily on
character interaction is a bad idea. Lucky you if it
occurs, but many people just aren't talkative, in-game or
off. If you must do it, make it clear in the game ad that
characters are supposed to interact with each other. That
should scare off the newbies.
Ropecon has seen some pretty strange
stuff over the years and public P&P sessions there
are no exception. Some gamemasters come out there to try
out things that could never work more than once. Some of
the players are there with the same goal. While it is
more in line with the original intention of Ropecon to
use public sessions as demonstrations of existing games
and settings, there is always room for wacky ideas. As
long as it is legal, go for it! You may never get another
chance!
3-Mar-2004:
Memories, memories
Well, it's been three days since the last
hatemail so I guess it is safe to say something again.
Before I was so rudely interrupted by the
person-of-indetermine-sex-who-shall-forever-remain-nameless,
I was looking back at Ropecon 2000 and before, when I
used to run a public game session or two during the Con.
It all began in the first Ropecon, back
in 1994. A friend of mine dragged me to Paasitorni and I
fell in love with the whole concept. I dashed home,
picked up my draft of Miekkamies (it had not been
published yet), ran up to JayJay (my first encounter with
ORC) and asked if I too could run a public game session.
He said yes and I gamemastered four sessions of pretty
much improvised Miekkamies and was rewarded with two loot
items.
By 1995 Miekkamies was on its second
print run and while Messuhalli was a bad place for
Ropecon´95, I do have fond memories of the five(!)
Miekkamies-sessions I held there. In 1996, back in the
romantic halls of Paasitorni, I gamemastered a session of
Taiga using a 200-page draft. Players loved it, but the
game was less than successful when it got out. In 1997 I
had made the more expensive print run of Taiga and ran
it, hoping to attract people with colour covers and
photograph-illustrated interior. It was all in vain, even
if Taiga had by then aroused the interest (or sympathy)
of two UK and one US-based distributor. In
sfnet.harrastus.pelit.rooli there was a poll on the worst
RPG ever and someone suggested Taiga. Although fans of
the game rushed to its defence, I was devastated. I
finally let the game, my favourite setting and the
landscape of my soul, drop.
In 1998, which, if I recall correctly,
was the first Dipoli Con, I gamemastered Mobsters for the
first time. It was a mini-game created out of my
enthusiasm for the Silver Screen gangsters. Again,
players loved it and this time they were not alone.
Mobsters is my most famous game overseas. I have received
praises and fan mail all the way from Brazil and Japan.
Of course, it does not cost anything and can be
downloaded over Internet, so it is easier to distribute
than paper games.
Ropecon 1999. I have absolutely no idea
what I gamemastered there, but I do remember having
gamemastered something. Back then I was also deeply
involved in organising Ropecon, so there may not have
been that much time for game sessions. In Ropecon 2000 I
gamemastered a draft version of Praedor for a select few.
It was also the last Ropecon where I was part of the
organisation. I still haven't paid my way into any
Ropecon (ok, back in 1994 I did pay at the door, but they
refunded my ticket when I offered to be a gamemaster),
because I always have had a presentation or a panel
discussion or something.
Hey! I did run two sessions of Praedor in
Ropecon 2001! How could I forget?
But now... I feel like I have said pretty
much everything there is to say about RPG design and
marketing. And with all this hatemail flying around I
would probably be dodging tomatoes anyway, so it is time
for me to leave the podium. Being a Guest of Honour at
Conklaavi shall be both the crowning achievement and the
finale of my career as an orator. I still don't want to
pay my way in to Ropecon´04, though, so it is back to
gamemastering for me. Stalker is a pretty weird game of
an even more weird genre, but I hope there will be at
least couple of con attendees with nothing better to do.
Besides, odd ideas seem to do well in Ropecon.
Tomorrow, assuming that this odd calm in
my mailbox continues, I'll discuss the things I have
learned from running RPGs in Ropecon.
1-Mar-2004: I love
the smell of molten metal
One of the authors of Beyond Role and
Play blasted me for saying bad things about academic game
theorists. He/She said that I am bolstering my own ego by
dissing their work. Well, I am not dissing his/her work
since I have not read Beyond Role & Play yet and I've
said that in the entry. I am dissing the kind of work
I've encountered thus far, giving Beyond Role & Play
the benefit of doubt. Maybe it'll surprise me. I doubt
it, but the chance is there. Apparently this person, who
shall forever remain nameless, thinks this is a gross
generalisation. And that, I think, is a major lapse of
common sense.
Maybe it should be mentioned that the
person in question had a disclaimer saying that he/she
was writing as a private person, not as a representative
of the whole Beyond Role and Play writer team. I don't
know if that matters, but he/she did say it.
So, what do you people think my
Designer's Notes is? A competing work? A forum for an
alternate philosophy meant to undo your academic
achievements? A dedicated counter to any and every
proposal or theory presented in Beyond Role and Play or
related work? The official voice of the Finnish RPG scene
with the power to flatten mountains with its fiery
rhetoric? Frankly, your knee-jerk reactions to my
writings are a bigger ego-boost I could have thought
possible. Here I was thinking that I was just some guy
who writes P&P RPGs every now and likes to write his
opinions about them. Apparently I am a major mover and
shaker in this field, a definite threat whenever I choose
to disagree with you. And instead of being a web diary of
my personal gaming-related observations and opinions,
Designer's Notes has grown into a mass media second only
to Reuters in reach and authority.
It all leads to the question of who I
really am? And judging from your reactions...
I am the Elvis of Roleplaying!
I am the King of Dice!
I am the Caesar of Gaming!
Thank you! Thank you! Thank you very
much! I love you too, World! I'll see you on tour! Today
Turku, tomorrow Tokyo! I live for my screaming fans! I
live for my raving critics!
I think I should start charging people
for reading my blog. Maybe a monthly subscription fee of
29,99 euros would be sufficient for such a work of
genius?
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