Oh, dont take me wrong,
detective, Brander said in a condescending tone
that Moncke found extremely grating. Korhonen-Weiss
Shift was a most remarkable event, a second Visitation of
sorts but an anthropogenic one. Frankly, I did not think
Humanity had what it takes.
You sound almost
pleased, Moncke replied. I thought the
Institute was meant to prevent such things.
The Institute is an
organization, mister Moncke, Brander replied,
smiling and looking away into a horizon only he could
see. And as an organization the Institute is
vehemently opposed to the proliferation of xenological
artifacts and phenomena. But as a scientist and an
individual, I am thrilled. Metaphysical anomalies, or
should we say, breaches of causality, were always the
greatest mystery. Therefore, in them lies also the
greatest prize.
Moncke had sudden flashback of
Karis face, swollen from water and decomposition,
pressed flat against the window on the drivers side
with puss oozing from the hole in the forehead. He stood
up and suppressed both an involuntary shudder and an urge
to strangle Theo Brander on the spot.
Big enough prize to kill
for? he asked after getting a hold of his emotions.
For some, certainly,
Brander replied. Although I find it unlikely that
such people would go about killing policemen instead of
each other. I believe your killer is a stalker.
A stalker? The murder
happened what? Three thousand kilometres from the
nearest Zone! Almost two thousand from the Pilman
Radiant! Marjamäki was not investigating stalker
activity and the Institute that has been blocking my
investigation every step of the way.
Brander shrugged. Now that you
have my approval for your investigation the Institute
will not interfere, although I doubt it will be much help
to you either. You are digging into things many people
want to keep buried. Your friend is dead and you, mister
Moncke, are already deeper in that hole than he ever
was.
Trying to scare me off
now?
Not at all. The Institute has
been attempting to get to the bottom of this thing for
years. Now you are about to do it and I am waiting
with morbid fascination to see who your next enemy
will be. That will tell us more about the stalker scene
in Helsinki in an instant than what we have been able to
find out in two years."
Moncke sat down again, shaking his
head.
Youve got to be kidding
me. A stalker scene. In Helsinki?
Yes, Brander said,
looking at Moncke with a strange glint in his eye.
You see, Korhonen-Weiss Shift has not ended. We are
now at day +1002 after the event and that idiot Bergman
is still sending me papers on how it is all temporary and
going to fix itself. If we had known then what we know
now the Institute would have requested a nuclear strike
on South Finland and trust me, NATO would have
complied!
Brander turned to look out of
window, his hands folded behind his back. But it is
too late now. We let it go and now it is a monster just
as impossible to find as it is to kill.
So what did Korhonen-Weiss
Shift really do? Moncke asked.
Brander did not say anything for a
while. Just as Moncke thought he would not speak at all,
the director sighed and began talking, without ever
turning away from the window.
Korhonen-Weiss Facility near
Pohja in Finland, was a top-secret research and detention
facility for lambda-level Changed. The psychics, the
parakinetics, the Cursed, you name it. Knowledge of its
existence was compartmentalized even within the Finnish
government. It was a nice out-of-the-way location in a
re-purposed underground weapons depot in the middle of a
sparsely populated area well, we had to build it
somewhere and that was it.
As he was talking, Moncke googled
Pohja with his smartphone. The map showed him a small dot
of a town at the end of a long bay leading into the Gulf
of Finland. It was surrounded by Swedish-sounding
placenames. Nothing special about it, really. At least if
you did not count the lack of anything special as
something special.
The Facility always was a bit
of a legislative problem, Brander continued.
The government in Helsinki would not grant us
immunity from the Declaration of Helsinki. The project
leads would maintain the subjects were no longer human,
of course but I doubt that claim would have survived in
court.
So the KWS was an accident in
this place?
Yes. Both the most severe and
the best hidden disaster in the history of xenological
research, Brander replied, one side of his face
twitching nervously. How it happened is one of
those great xenological mysteries. As to what happened,
we have a much better understanding, even if it took us a
while. In short, the concentrated presence of so many
Changed was already having an effect on the surroundings
of the facility. Then the entire complex vanished. Gone.
Unbroken ground where it once stood. Like it had never
even been there.
I dont see how dropping
a nuke on something that isn't there would have
helped, Moncke commented in dry voice.
At the time we did not either.
But the weirdness, the skewed odds of unlikely events,
freak weather, you name it. Such things never stopped and
were actually getting worse. Then the locals began
disappearing and there were reports of shared dreams,
nightmares and mnemonic disturbances. That was followed
by unexplained fits of insanity, a few mysterious deaths
and even the occasional low-impact mutation, like the
ones you get from prolonged exposure to the Zones. The
next thing we know is that some well-known stalkers have
moved to Helsinki and the Russian mafia is dealing
artifacts with the biker gangs acting as couriers. So we
had the stalkers, we had the dealers, the weird
occurrences, the freaks and soon even the cults. We had
it all, except
Except the Zone?
Exactly!, Brander
exclaimed like he was cursing. The Zone! We could
not find it! But the stalkers sure as hell could! By the
time we figured it out it was already too late. The
Finnish authorities were on their toes but those things
had been going on for over a year. The political will for
a full-scale evacuation and quarantine just was not
there.
Did you ever find the
Zone?
It was right there! And
nowhere at the same time! The Korhonen-Weiss Shift had
split the time-space continuum. We were blundering about
in one branch of reality and the Zone was in another. We
couldnt see it but the boundaries between the two
were weak enough for the Zone influence to seep through
and for stalkers from this branch to cross over into the
other and return. Remember all the legends they had about
a seventh Zone? What Korhonen-Weiss Shift proves is that
there can be any number of Zones anywhere!
Brander had to lean on his table and
take a deep breath before he could go on. Actually,
we think there are two branches just because Bergman said
so in his initial report. He had little else than
misguided optimism to back it up. For all I know every
one of those freaks in the facility could be toying with
his own pocket universe right now. And if Bergman happens
to be right about the eventual collapse of the KWS, I am
not so sure our reality would come on top.
Moncke grumbled an obscenity and
fumbled with his shirt pocket. Finally he pulled out of a
tin case of cigarillos and carved lighter. Brander
watched him for a while and then held out his hand for
one. His was a non-smoking office but two men smoked in
stunned silence, pulling drags from the brown rolls until
the glowing ends were burning their fingers. Opening the
smaller office windows without a permission from the
maintenance was also prohibited but Brander did it
anyway, flicking his stump out into the winds. Moncke
snuffed his on the cover of the tin case and put it
neatly back into the case.
So , he said,
trying to get his thoughts back onto the case. When
Marjamäki went looking for this mystery installation of
yours, he stumbled onto these Zones. Then some stalker
got nervous and capped him?
It is a possibility,
Brander admitted. But Ill throw you a
curveball. We more or less know that the KWS area is
limited but it still had a population of around 80000.
What if they were branched off along with the rest of
reality?
But that would mean
hundreds of thousands of new people? Copies?
Clones?
Physical reality differs from
Zone to Zone. It is a fair assumption that biological
realities differ as well, but fundamentally, yes. The
Zone or Zones our new-fangled stalkers from Helsinki are
visiting may be populated. If stalkers from our reality
can move into theirs, why not the other way around? Maybe
some of them are territorial or otherwise took a dim view
on extra-dimensional law enforcement snooping
around.
Are you saying
No, I am not. It is just a
possibility. This meeting never happened, mister Moncke.
Even the security tapes of your arrival and departure
will be erased. I will instruct the Institute to stay out
of your way and we will keep our ear to the ground
regarding your progress. But other than that, all I can
do is wish you luck, in both this world and the
next.
Brander did not make a move to offer
his hand, so Moncke took one last look at the
directors face and found it just as unreadable as
before. Thanks for the information, he said
with a curt nod. If you can really get the
Institute off my back I wont bother you
again.
He turned and left. Director Theo
Brander switched on his workstation monitor and watched
the detective go past the security cams. The suits,
clerks and receptionists crowding the hallways were
giving the grim-faced and grizzled man a wide berth.
There would have to be an inquiry on how Moncke had got
into his office but whatever the trick, it certainly was
not blending in with the crowd. The man had all the means
to become one hell of a stalker and Brander knew he had
just promised Moncke a free pass from the Institute.
Just make sure I dont
regret this, Brander whispered and clicked the cam
window away.
25-May-2012:
Stalker/Praedor
I was writing my Ropecon presentations when it
suddenly dawned on me that the interface (and interplay)
between the Zone and the rest of the world is really the
defining element in all fiction inspired by
"Roadside Picnic". The border, the troubled
interface between the two worlds is where the rubber
meets the road and where the political, economical and
even military tensions creating the demand for stalkers
become reality. In a way, all of these works of fiction
tell the story of that border, the line between
"ours" and "the outside". It is there
on the ground, in the maps and within the hearts and
souls of the people involved.
With one exception: Praedor. Technically, Jaconia is
an island of Humanity holding out against the horrors
surrounding it. However, it is large enough to be
self-sufficient so there is no pressing need for the
population to interact with Borvaria. Most of its
residents have never seen it and some doubt it even
exists. Borvaria is far too remote from the heartlands of
Jaconia to really intrude on politics, economics or even
geography. Also, in a slow-communicating late-medieval
setting there is little or no chance of world-changing
discoveries from beyond the border, especially since you
already have working magic on both sides of it. Frankly,
if you surrounded Jaconia with an impregnable wall,
nothing would really change. Of course, the Sorcerer
Kings already did that. Sort of.
However, the wall has a crack in it and that is where
stalkers slip in.
Welcome to Jaconia, year 31 AV (Age of Valiar), some
500 years before the present day of the comics. Veterans
of the Civil War are old now and scarred in flesh and
soul by their experiences. It is their sons, daughters
and grandchildren who will rebuild this world in their
image and rule as kings and princes, having never
experienced the long shadow of the Sorcerer Kings. This
new generation takes the social order of the post-war
Jaconia for granted and the early meritocracy has been
replaced with a strict feudal system in less than a
generation. Many are seething at their new status in the
Jaconian society, although their reasons and desires
vary.
In Farrignia, the High King Valiar Mada has just died.
His successor, High King Dyrel Mada, is neither the man
nor the king his father was and lacks the authority of a
legendary hero. As a result, Farrignia's lordship over
other Jaconian city states is crumbling, although none of
them are in open rebellion. Oh, there are plenty of other
rebellions to be had. Valiar distributed the holdings of
the Sorcerer Kings amongst his loyal followers and
officers. Yet the peasants are often unwilling to
exchange one master for another and as the first
generation of lords fades away, the cameraderie of war
fades with them. Wars between the noble houses are
increasingly common and in the capital the royal court is
rife with factions, secret societies and treasonous
conspiracies. Some seek the throne for themselves. Others
seek to merely profit from its weakness. And some seek to
topple it, along with the very office of the High King.
The city is also plagued by cults. The Church of
Artante has yet to really establish itself and its
various sects struggle to find enough common ground for
all of them to stand on. While Artante is favored by the
nobility and the soldiers, the Dead God's Cult is more
popular among the layman. Beggars and thieves worship
Tiraman, an aspect of Artante that the proper sects
consider heretical, while the constant influx of former
serfs from the countryside has brought in some of the
worse aspects of Twin Mother worship. Finally, there are
demonic cults and witchcraft. Farrignia accepted
thousands of refugees from Warth when it fell. They
brought with them the secrets and ideas of their
homeland. Now their descendants act as high priests and
oracles of a dozen of cults and covens.
What of the Demon Knights and the Sorcerer's Council?
The Black Room, the Sorcerers' Embassy among mortals in
Farrignia, accepts few visitors and the new High King's
requests for magical aid fall on deaf ears. From the
Council's point of view the Civil War has just ended and
Jaconia is still crawling with the followers of the
Sorcerer Kings; some unrepentant, some bearing dangerous
secrets and some being simply too dangerous to be left
alive. Having lost so many of its elders and treasures,
the council fears for its very survival. Their kings may
be dead but the sorcerers' war continues in the shadows,
with the Black Cats living up to their reputation as
assassins.
To the north, visible from the towers and the rooftops
of the northern slums, is the wasteland surrounding the
ruins of Warth. On a clear day, you can even see a jagged
line on the horizon: the first pillars and walls of the
ruins themselves. Sometimes aurorae dance above it at
night and the city residents take it as an ill omen. And
for a good reason. It has been only 68 years since the
fall of Warth. Some of the greyhairs were around to see
it with their own eyes.
Warth is vast. A single city, almost like a single
structure or a palace that was 300 leagues long and 200
wide. For one hundred years its untold millions knew
nothing of hunger, poverty, labour or death. No one seems
to know what really went wrong but when the uncontrolled
gates ripped the city apart and turned its inhabitants
into monsters, the remaining sorcerer kings assaulted the
city from all directions. They forced the gates shut,
tore down the demonic temples and scoured the ruins with
fire and sorcery.
Today, Warth is a wasteland of ghosts, shadows and
ancient curses that can drive travellers insane at night.
Few of its abominations risk daylight but they are there,
ready to pounce on whoever intrudes upon their territory,
disturbs the secrets of their bygone masters, or looks
edible. Praedor parties venture into the ruins by day and
retreat by nightfall. Many camp out in the stretch of
wasteland between the ruins and Farrignia. The city
guards appreciate the ring of watchfires between
themselves and the monster-infested ruins, while the city
itself appreciates the treasures of Curarim being brought
to their doorstep.
The Quarter of the Blue Shield within the Second Wall,
where also the Black Room is located, defies social order
by allowing adventurers to enter if they come bearing
treasure. This part of the city has acquired a nickname
"Street of Wonders" and it is a bazaar for
anything that has neither a name nor a true guild: magic
items, enchanted crystals, monster parts, caged Nameless
Ones, alchemical potions, you name it. Praedors and other
adventurers are milling about, greeting and fighting each
other with equal gusto. Nobles wearing elaborate masks
hurry to their secret meetings or to fetch potions and
herbs from one of the alchemists. Long-robed sorcerers
glide past terrified street vendors, easily discerning
real enchantments from baubbles and snake oil. Human
scholars, once trusted servants of the sorcerer kings,
now sell their ancient maps to treasure hunters and study
runic patterns on ancient blades.
The Street of Wonders is the beating heart of the
Praedor subculture in Jaconia. It is also another kind of
border, the interface between the court intrigue, occult
conspiracies and the ambitions of landless and often
ruthless adventurers. Just like in Warth, the real
monsters come out at night. Small wonder that some people
have taken to calling it "the Cutthroat
Corner".
22-May-2012:
Stalker RPG Website
Due to popular demand, the English-language Stalker
RPG now has its own website. It is very simple and
lightweight (I hate web design) but I hope to grow it
into a stockpile of Stalker-related information and
supplemental material. Hopefully most of it submitted by
players and fans.
I will never forget this night. Never. First, Vyöhyke,
an indie movie production by some dudes in and around
Karjaa dropped my jaw to the floor. Then the RPG.Net
review for Stalker RPG finally happened and kicked my
jawbone so hard I still haven't found it. I was so
emotional during the drive home it is a miracle I did not
drive off the road! But first thing first.
Vyöhyke... yes, it is an indie production
with a shoestring budget.Yes, everybody acting in it is
an amateur. Yes, they edited it in their garage or
something. Yes, it is filmed in locations around the
town. They got this showing at Bio Pallas mostly
through connections, although I am told they have
actually had a premiere showing earlier this year. We
only learned about this showing of Vyöhyke by accident.
Because of the subject matter, we decided to drive all
the way to Karjaa just to see it.
And somehow they pulled it off. Although clearly
inspired by the videogame, they actually went for
something much closer to the original (and thus the RPG)
setting. There are plenty of good ideas here and some of
the zone anomalies... man, I've been there. I've
seen them with my own eyes. And if Stalkers were
Finns, this is what they would look, sound and act like,
in all their understated rudeness (okay, they are pretty
good actors for amateurs). The story is fresh too. The
setting is pretty much what we all know and love and the
core elements of the story are strictly canon but they
really took a fresh angle to it. Finally there are some
great new ideas here. Things that make me kick myself for
not thinking about them. My only gripe is sound editing.
There were sometimes gaps between sound cuts; not
disturbingly bad but enough for you to notice.
I love Zone Finland. I love it so much I am
probably going to think up one myself. Finland is not on
the real Pilman Radiant, so it cannot be one of the
original zones since I am sticking to the Stalker RPG
canon. However, as already demonstrated in the novel,
there are many ways to spread the influence of the Zones
far beyond their borders. Some infinitely worse than
others...
To the mainstream media, shame on you for not paying
attention to this movie. Especially in the wake of Iron
Sky, you should have been on your toes for things like
these. To every science fiction club in the universe but
particularly in Finland; go and organize your own
showings of this film. You are all fans of the stalker
concept, one way or the other. Contact the
production team, I am sure they will be delighted at
the extra attention since like most Finnish artists they
suck at self-marketing. And to every one else, if you are
reading this, it is highly likely that you will love this
little (110 minutes) film or at least its subject matter.
Find it! Watch it! Feel it! Exploit the hell out of
it!
Whew! As I said, when the lights came on and the
projector stopped buzzing, I was missing my jawbone.
Unfortunately none of the production team were there but
I chatted with the owner of theatre and with the father
of one of the guys in the dev... sorry, production team.
I also gave the latter a copy of Stalker RPG to take to
the film crew. A well-deserved gift. Then we said our
goodbyes and began our long drive home through an idyllic
late-spring night. I love the night-time horizon this
time of the year. Although the Sun has set, it is just
below the horizon in the north, lighting up the skies and
silhouetting the world against its orange-and-cyan glow.
On the passenger seat, Leena was declaring the
awesomeness of Vyöhyke to the world via mobile
IRC.
If you dare cross its borders, evade its anomalies
and break with convention you will escape with priceless
treasure.
She read the whole review aloud to me and I almost
drove off the road, screaming "Nike!"
(victory). Not only is the review glowing - 4 on
Style and 5 on Substance is
right up there in the "Fucking Brilliant"
category - but it was also written by a true wordsmith.
Who is this guy (or gal?). An English professor at the
University of Cambridge? This is not just a review, it is
a piece of art! A gem of literary expression. To
paraphrase Yathzee, "holy bum nuggets!" what a
review! This guy may be a nobody in RPG.Net terms and
this might be his first and only review but you still
can't helped but be moved by his sheer passion and
inspiration for Stalker RPG. I haven't been this tingly
about a review since my then-nemesis J. T. Harviainen
called Stalker RPG "Fucking Brilliant" in his own
review when the game first came out.
I decided to stop for gas, not because it would have
ran out but because I had to stop driving for a while and
let it all sink in. If the movie had made my jaw drop
just an hour before, this review had now kicked it away.
I don't think I am going to find it again any time soon.
12-May-2012:
My Skyrim
My knee is acting up again. It has been over a year
since I fell on it and while the doctors were convinced
nothing was broken, it has not been quite right since.
This most recent episode began with a six-story climb to
the Housemarque offices because the elevators
were not working for some reason. I did not feel anything
then but that night the pain returned like an arrow to
the knee. Fortunately, it did not putt me off from
adventuring.
I have played Skyrim for 717 hours.
Not quite 10 times the average yet but it will happen. I
have created 10 characters, played four of them to the
bitter end and currently my fifth character is looking to
put an end to the Stormcloak rebellion. I have also
re-installed the game three times. Adding mods tends to
destabilize the game and removing the mods does not
always fix it, so once I narrowed down the mods I want, I
did a clean install and added just those. Right now the
game is again stable as a rock but at some point I will
start experimenting with content mods again and the cycle
begins anew. I still haven't cracked the secret of
playing a mage, so my characters are warriors, thieves
and assassins. I am currently playing an all-out warrior
and finding that I really, really, like the much maligned
melee in Skyrim.
700+ hours is deep in the MMORPG territory and
frankly, learning to play the way I like Skyrim best
has been even more important than mods. As any good
sandbox the game is what you make of it. Unfortunately
experimenting with differing gaming methodologies and
self-imposed restrictions is not part of the current
videogaming culture but if you truly go out of your way
to roleplay in Skyrim (a task not made easier by the
idiotic handling of quest narratives), maybe you can find
the sweet spot where the game entertains you almost
indefinitely.
I know I did.
The melee in Skyrim has been much maligned, especially
in comparison with Demon Souls. However, I have never
played a better fighting game. The problem is that in the
beginning melee is shit and the first impressions are
really bad. You don't do much damage, you run out of
Stamina after your very first power attack, your blocks
suck, timing is difficult and the whole thing feels like
a hassle. It is no wonder that the game took on a beating
on that, even if it was unjustified in the long run.
However, when your blocks actually stop damage and you
have both the Stamina and perks do have slow-downs during
the enemy power attacks and then to bash them with your
shield, it is a whole different ball game.
There they come, a motley crew of bandits and scum.
You run at them with your shield held high (block runner
perk) and feel the impact as their arrows thud impotently
against it. As you come up on the first enemy, you leap
into the air and push your sword right through his chest
with the sheer weight of your body. He goes down and you
get your shield up just in time to receive the jarring
blow from the warhammer of the next guy. You keep
defending and circle around, keeping him between you and
the archer. And there he goes, doing a power attack with
his mighty hammer. The world slows to a blur. You smash
your shield into his face before he can complete his
swing, then drop it for a power-attack counterblow. Still
in slow-mo, his head goes flying even as his friend
shoots an arrow into the back of the stumbling, headless
corpse. Blood, blood everywhere (mod). The archer draws a
dagger as you get close. You kick his knee from under him
and plunge Dragonbane into his throat, then turn to meet
the chief who almost knocks you over with a swing of his
greatsword...
I would like to have more the kind of trading of blows
I sometimes have with enemy bosses but the cinematics
when I mow down his henchmen and minions make me feel
very badass. Slow-mo when blocking during the enemy
counterattack is a vital melee perk, especially when
facing multiple tough foes. You also might want to knock
that attacker just off balance and then take out his
support while he is recovering. In addition, both
Bethesda and the modders have come up with new and
aesthetic kill moves and I have a mod to force them
whenever the basic criteria are met. As a result, the
Battle of Whiterun, which is part of the civil war
storyline, was really epic. There were arrows flying all
around me and ricocheting off my shield. My lady fighter
in her black ebony armour was almost silhouetted against
the burning the stables and catapult impacts while
dancing a deadly ballet with the Dragonbane sword in
hand, cutting off heads, puncturing lungs and breaking
necks with vicious shield strikes.
Then there are my house rules:
No fast travel (unless it is
absolutely necessary to fix a bugged quest). This simple
self-imposed restriction actually changed the whole game.
Sure, it is slower but firstly there is a lot out there
that is not in the map symbols and second, it makes you
plan your expeditions: "If I go to A, B and C, I can
reach D at nightfall spend the night there...". The
essential mods for this approach are:
Faster Vanilla Horses (Yes, having a
horse actually matters!)
Enhanced Distant Terrain (you'll be
looking at it a whole lot more)
Lush Grass (ditto)
Lush Trees (ditto)
Rich Merchants (you will go insane
without this)
Realistic Maps + Roads! (without
teleports you need to know where you are going)
Drink, Eat, Sleep (this is a simple but
easy-to-understand and narratively sound survival
mod that makes the authors every other survival
mod look like pathetic wankers. I would love to
have this mod for Fallout 3.)
Quests first. If I am on a quest, I
am not sidetracking it to explore every new map symbol
that pops up. In short, I am limiting myself to whatever
content is essential at the moment, instead of scrounging
through everything. Earlier in the game it also felt
realistic. Since combat is so dangerous until hitting
very high levels, I tended to stick to the roads and
going exploring was a calculated risk. However, if I do
get a location on your map due to someone conveying
rumors or giving a minor quest, those places are fair
game and I plan my routes from one quest point to
another. These essential mods are not really that
essential but recommended nevertheless.
Quest - Sea of Ghosts (an excellent
content mod for nothern isles)
Moonpaths to Elsweyr (for a hobby
project, that jungle is great!)
Enhanced High-level Gameplay (removes
the idiotic enemy level cap at level 30 but I
recommend using this mod only later in the game)
Spend Dragon Souls For Perks (an
excellent mod to keep you playing once you have
run out of Shouts to improve)
Roleplay!If I am
playing an honourable warrior, the only thing the
thieves' guild is going to get from me is a fist in the
face. Sometimes I sneak a little but often I take the
Companion's advice and face my problems head on (and with
a very good shield). Unfortunately I can't kill Brynjolf
but in short, I am not doing the storylines that do not
fit the character. Unfortunately you cannot complete the
Gauldur quest without joining the Mage's college but
other than that you can let the other factions stew in
their own mess! The absolutely fucking vital mods are:
The Dance of Death (all the coolest
killmoves with forced cinematics)
Crimson Tide - Blood (there is very
little blood in this game by default)
Paarthurnax Fix (stops Blades from being
immersion-breaking assholes)
Infinite Charges For Daedric Artifacts
(having to "reload" weapons of divine
or demonic origin after every 10 blows did always
feel stupid)
Faster Alchemy Skill Gain (perhaps an
exploit but the pace of Alchemy skill increases
was just ridiculous)
Fixed Followers Lite (if you are going
to use followers, you need to un-suck them with
this mod).
Finally, I jack up the difficulty level as high as I
dare. After so many hours I'd love to say I can play
Skyrim on "Master" but sadly, no. I usually
start out on Adept and even then levels 15-20 are a
struggle. Later on, especially after reaching 100 in
Smithing and Enchanting, I can increase it all the way to
Master without feeling too suicidal but enemy wizards
remain a challenge.
So, if you want to get 700+ hours of fun out of your
Skyrim, these were my two cents on how to do it.
Wandering around Skyrim has become a hobby in itself for
me. The game somehow manages to mix the best attributes
of hardcore and casual gaming here. The content is very
hardcore but I return to it time and time again, setting
myself small intermediary goals of climbing mountains,
exploration or spilling some more Thalmor blood. I wonder
if I will ever give it up for good.
That said, I am agonizing over Bethesda's announcement
of Elder Scrolls
Online. I mean, look at these pictures!
Just look at them! Bethsoft, what the HELL are you
thinking?
05-May-2012:
Okay, Go Get It
I am baaaaack!
And have a splitting migraine brought on by evil
spirits for all I know. Eurocon in Zagreb was
great and not just because the city was hit by an epic
heatwave just as we got there. It was like if you had
taken Finncon and Ropecon, put them together and boiled
them down to their bare essentials. The guests of honor
were great performers and fans were eager and active.
This was also the 34th SFeraKon, so the Yugoslavian SF
fandom has been around for a long time. Now that the
country has split up the Croatian market seems a bit too
small to support a scene but then again the eagerness of
its fandom makes up for its other shortcomings.
Charles
Stross, my favourite guest of honour for any
SF-related event was there and charming as ever but now
he has a rival. Dimitri
Glukhovsky, the author of Metro 2033
and a shitload of other things was there too and he
signed my copy of Stalker RPG (the English translation).
He is a huge fan of the Strugatskys and a great and
inspirational speaker. Finally, his decision to open
the world of Metro 2033 (Universe of Metro 2033) to
other prospective writers is the stuff of legends. I
really, really, like this guy. I guess now I have to read
the book too and not just play the game...
All in all, it was a great convention. Eurocon 2011 in
Stockholm was such a great event that we signed on for
EC2012 in Zagreb. Now that was such a great event that we
have already signed up for EC2013 in Kiev. I am starting
to see a pattern here and would not be surprised if in
Kiev we would go sign up for EC2014 in Dublin (probably
as a London-Dublin double whammy since Worldcon 2014 is
in London just a week before).
Berlin was a more mixed back. Re:publica had more
to do with Internet activism than fiction and
entertainment but there was a lot of good stuff and some
bad stuff, mainly due to misleading programme
descriptions or less than stellar speakers. Unfortunately
by then my legs were so shot that just walking around
became an excercise in pain tolerance. Oh well. At least
I got to see the Brandenburg Gate and a friendly street
vendor stamped my passport with every imaginable stamp
you could have required to move back and forth between
East and West Berlin back in the bad old days. If they
ever return, I am ready!
Oh yeah. Almost forgot.
Croatia is a lovely place but bring your own spices.
My theory is that using spices in foods was somehow
identified with the Hungarian raiders and therefore
patriotic Croatians avoid it to a religious extent. Your
average Finnish grub is like eating hot thai compared to
most Croatian foods. I almost laughed out loud on the
first day when "hot" kebab sauce turned out to
be the same tomato-based stuff Finnish kebab vendors
peddle as "normal". For Croatians, the
"normal" was some creamy paste obviously meant
to alleviate the furious aroma of... the pita bread,
maybe?
Stalker RPG (the English version) has
been out in a print format for two weeks now. You can get
it from lulu.com and it is also cheap at $29.90 since all
my plans to bundle it with the PDF version came to
naught. I also cut the price of the PDF to $19.33 on
drivethrurpg.com. The exclusivity deal has been cancelled
so don't be surprised if the PDF becomes available from
multiple sources soon.
There are still no reviews out that I know of and I
feel a little bit let down by that. However, there are
still some people out there asking for a review copy. Oh
well, what do I have to lose?
Literature and fiction conventions have the side
effect of awakening and encouraging my usually abused and
neglected inner speculative fiction author. After
Glukhovskys Q&A session at Eurocon it was just
impossible for me to not write something, so I began
writing a Praedor novel based on my running Verivartio
campaign. It had a good start and so far my inspiration
is holding up. However, I do intend to the rewrite the
very first battle scene which starts at page 7 of the
script. Hey, this is pulp fantasy. If the script
has less than one violent death per every 10 pages, I am
doing it wrong :)
I already put up the paragraph describing my
protagonist up on Facebook but in case you haven't read
it, here you go:
Seuraava!
Valkeakaapuinen tuomari oli hovin alempi virkamies ja
kruunun kuuliainen palvelija, mutta hänenkin
äänestään kuului loppumattoman urakan aiheuttama
toivottomuus. Tällä kertaa ristikon eteen ei kuitenkaan
astunut syyttäjää, syytettyä ja pidätyksen tehnyttä
vartijaa, vaan kookas ja rautaan puettu mies. Tuomari
säpsähti ja nosti katseensa, mikä sai myös ristikon
molemmin puolin olevat vartijat hermostumaan.
Mies ei ollut heitä juurikaan pitempi, mutta
leveät hartiat, tynnyrimäinen keskivartalo ja paksuja
hirsiä muistuttavat käsivarret saivat hänet
näyttämään jättiläiseltä. Miekkaa ei noihin
lapiomaisiin kouriin voinut kuvitellakaan, mutta
leveässä (ja myös pitkässä) vyössä roikkuva
sotavasara sopi niihin hyvin. Hänen kasvonsa olivat
arpien ja ryppyjen kirjomat ja hiusraja paennut
takaraivolle, mutta jos tukka olikin ohentunut, tuuhea
poskiparta ja muhkeat viikset olivat sitäkin paksummat,
etenkin nyt kiukun pörhistäminä. Kaikki miehessä oli
suurta ja karkeaa. Jopa hänen pitkä
ketjupanssaritakkinsa näytti tavallista paksummalta.
Kunnioituksenosoituksena oikeusistuinta kohtaan hän piti
kypäräänsä käsivarrellaan, mutta silmikon kaaret oli
taottu vihaisen koiran irvistykseksi ja tuomarista tuntui
että koira tuijotti häntä suoraan silmiin. Mitään
muuta sovinnollista miehen olemuksessa ei sitten
ollutkaan.
Any guesses? :-D
11-Apr-2012:
Praedor - Bloodguard
Oh boy. A roleplaying campaign covered by an NDA as it
contains information that can't be outed before the
supplement is on the shelves. So here is a censored
version of the campaign intro included in the first
session date iteration mails:
It is the year XXX in the Age of Valiar. XXXXXX
XXXXXXXXX XXX has ended with the XXXXXXXXXXXXXXX....
Oh fuck it.
Anyway, the first session, probably taken up by lot of
character tweaking, is a week away and I really need to
finish up the Book of Witchcraft by then. The
core text is there but I need a few tables and throw the
thing together into the Praedor layout. Which
brings me to a new and interesting problem: I have been
asked if Praedor could have slightly larger font
since my audience is aging and 40-somethings lack the
eyesight of 20-somethings. I am tempted to try out Comic
Sans there as well but actually the current font is
10-point technical. I won't redo the rulebook but
changing something like that for the supplement is not
entirely out of the question. So what should it be, what
should it be... nah, maybe I just a dullar and up the
text size by 1 point.
Newsalor reported that Solmukohta guests at the Week
in Finland Event displayed a distinct lack of interest at
my games, which I tend to take a bit personally as far as
Stalker RPG is concerned. Praedor RPG,
yeah, that I can understand. No elitist tosser will touch
that sweaty bundle of pulp-fantasy goodness even with a
ten-foot pole for the fear of catching the disease of
actually being a gamer for a change. But Stalker RPG?
Come on, you pretentious oafs, it's not like you are ever
going to see a better roleplaying game.
There are none.
Well, I am settling into my latest contract as the
story and game writing subcontractor for Housemarque
(funny enough, their CEO Ilari Kuittinen was the very
person who in 2006 granted me the EU Specialist
Certificate in Game Scriptwriting). It is
only about a day a week, so there is plenty of me left
for other contracts (hint, hint) but that is actually
enough for me to get by with my redneck lifestyle (and
having paid off my mortgage last year). As long as the
other contracts fail to materialize, though, I have a lot
of spare time in my hands. So far that time has mostly
been taken up by Skyrim and the Stalker PDF troubles but
now I sense them shifting into more productive use again.
The immediate beneficiary is the Praedor supplement.
For reasons I cannot specify here, I named my
playtesting campaign Verivartio
("Bloodguard") since "kingmakers" was
so overused. Now, do you think that
would make a good name for a second Praedor-themed novel?
With Vanha Koira shoehorned into it, of course.
05-Apr-2012:
Praedor - Game of Thrones
I have a new contract with one of the oldest operators
around. Not a very big or very lucrative contract but it
will last a long time, is enough to live on and leaves me
plenty of time to spare. So freelancing it is and my
return to the proletariat has been postponed for now.
Also, Stalker
RPG has almost made back its translation
costs but I am still waiting for the proof copies to see
if the whole clusterfuck of making a PoD
(print-on-demand) version available can be sorted out.
Drivethrurpg.com has a bad print quality and the paper is
so thin it is effectively translucent. Lulu.com version
was perfect, comparable to the Finnish version but I'd
really like to sell the pdf+print version as a single
package from drivethrurpg.com. Maybe the whole point is
moot, though. Stalker RPG sales have dried up
since the start of April and we are still waiting for the
promised reviews.
As for roleplaying games that actually do sell, my
primary retailer Fantasiapelit
has ordered new print runs (read: bought enough copies to
cover the printing costs) for both Praedor
and Stalker
(Finnish). I haven't done an exact count yet but I think
this print run will officially push the Praedor sales
over the 1000-mark. It is a high time we got a supplement
out there.
As for the supplement, I've been writing the
playtesting campaign notes, which fortunately includes
detailing all sorts of locations, problems and conflicts
for the target area that can also be used in the
supplement itself. The supplement as such shall remain
unnamed but it won't be too difficult to guess,
especially if you have been following #praedor on IRCNet.
Writing this thing has been suspiciously fun; playtesting
campaigns are usually things of necessity that you have
to put up with whether you are inspired or not but this
time my fingers are flying on the keyboard. With its epic
dimensions, convoluted controversies and half-a-dozen
competing factions, this is turning into my personal Game
of Thrones, albeit with much more action and
adventure thrown in.
I am also trying out a new way to write my campaign
notes. This is a webform plot, rather than a linear
succession of events and challenges. I am writing
scenarios, about a half-a-page each, which can happen in
any order. Complething most or all of which are required
to reach the ultimate ending, though. The scenarios are
not independent from each other: they are interlinked via
clues, npcs and intermediary goals. Events in one
scenario and especially the reputation the characters
have acquired will affect other scenarios, so even though
the sequence and progression is driven by player
decisions and character priorities, the whole thing
should form a logical continuity when played. I do
believe this kind of narrative structure would make it
possible to have convoluted, plot-intensive adventures in
videogames as well, ensuring that the players will
experience 95% of the content and thus getting value for
their money while not actively being forced to follow a
linear path. A Cloud Narrative, really.
I am naming my campaign Kuninkaantekijät
(transl. "Kingmakers"). Do you think that would
make a good name for the second Praedor novel?
P.S.
I saw Iron
Skyon Tuesday evening and liked it a
lot. As a comedy, it was quite good and for a comedy with
Nazis on the Moon it was bloody excellent. Reading the
bad reviews, I get the impression that its critics have
never seen a good comedy before and now they don't know
how to deal with it. Iron Sky has a lot going
for it but it stands out of the crowd already by not
being shit.
P.P.S.
Turns out that there already exists a Finnish fantasy
novel called Kuninkaantekijät. I have to come
up with something else.
28-Mar-2012:
Setbacks
As a proof that image is everything when it comes to
smoking, I'll let you in on a little dirty secret. I've
never smoked in my life but time and time again, on
moments like this, I miss having a cigar.. or rather,
idolize the image of me puffing on a cigar to calm my
nerves and trying to come up with a new perspective on
some problems. In short, my freelancing career took an
arrow to the knee. And not just because I've been playing
too much Skyrim. For some reason, the idea of me puffing
smoke rings and figuring things out on the wings of a
nicotine high is comforting. Especially when compared
with the real me who frets, sweats and has his round
smoke-free face glowing red with stress-induced
blood-pressure.
Since we are already knee-deep in confused metaphors,
imagine a sweet deal, a huge gig, a golden carrot of a
freelancing contract laced with jewels. It is just
dangling above the horizon and tempting me to swim
further and further out into open waters of
entrepreneurship to get it. And just when it seems I have
made it, the string holding it up is cut and it drops
behind the horizon, leaving me stranded in the deep blue
sea. Things that sound too good to be true usually are
and looking back, the shore is just a dark smudge on the
horizon by now. It is long way to swim. Good thing this
apartment is paid for and I am generally debt-free.
Otherwise there'd be sharks in these waters.
So, what do I want to do? What can I do?
I just attended Pocket
Gamer Mobile Mixer in Tampere and talked to
the marketing guy from Rovio.
And he was right: I could probably get a job there. They
are doing great and oh boy did we skeptics get egg in our
face with the launch of Angry Birds Space.
Everybody and their cousin wanted to see what the Rovio's
next new title would be like and it is fucking great.
There was nothing that innovative about the original Angry
Birds, fun and functional as it was. But in my
opinion, ABS catapulted Rovio out of the
one-hit-wonder category (I sometimes blame myself for it
being there, having had a hand in many of the old games
that never became hits). The new game is innovative,
approachable, easy and complex at the same time. And it
is great fun. No one knows if the original Angry
Birds miracle can be repeated but AB Space
is such a great game it deserves to become a hit on its
own right. In short, Rovio nailed it.
With authority. Skeptics, myself included, can now shut
the fuck up.
I've often wondered if I could buy or beg my old
concepts away from the Rovio archives.
I'd really like to get Wolf Moon back.
Personally, I think it is the best "hardcore"
mobile game ever and the concept would rock on other
platforms.
Remedy
has just announced it will put up 20 new job postings
next Friday; this may have something to do with Rovio
buying up Futuremark. I always thought
FM was a subsidiary of Remedy. However,
my AAA design experience is limited to occasional
consulting and a stint as a narrative designer for Earth
No More at Recoil Games. Besides, I
think Remedy might already have all the
writers and generalist designer it ever needs. Anyway,
I'll be reading their list very carefully. Did you know
that I have actually worked for Remedy
for about a week in the 90s? I helped them package and
file away their extraneous game projects when they
decided to cut everything else but Max Payne.
Or I could remain a freelancer. There always were
other opportunities and alternative contracts. Bit and
pieces, small streams, gold nuggets hidden in the river
sands. They are a far cry from the Golden Carrot of my
dreams but maybe enough to scrape a living of sorts. I
don't have kids or an expensive lifestyle. And I really
like being a freelancer.
Does that make me lazy or irresponsible?
P.S.
Skyrim has been inspiring some great new fan art and
songs like "The
Sovngarde Song" and "Nord
Mead" were my absolute favorites. But this
really blew my socks off. Bloody hell that is beautiful!
23-Mar-2012:
Roleplaying In Skyrim
My given name is Hakylakh. The stormcloaks have
named me "Stormblade". I am sure the Legion has
other, equally colorful if less appreciative names for
me. I am a Bosmer, a Wood Elf by blood, although I have
never set eyes on our ancestral homeland of Valenvood.
I was but a girl during the Great War in Cyrodil.
The Thalmor murdered my father for he would not betray
the Empire. The Imperials murdered my mother because they
thought she would. I fled into the hinterlands and lived
as a poacher, smuggler and a thief, hunting beasts and
stalking men of all races with fat purses. By the time
they caught me the war was long over and my body had
developed the contours of a woman.
They were going to cut off my hands but instead,
the prison commander took me as his personal slave and
plaything for two long years. When he learned I was with
a child, he had me poisoned to suppress a scandal. I
lived but my child perished. Even today I do not know
whether to be vengeful or thankful. All I know is that
when he finally came to retrieve my corpse, I cut his
throat with his own dagger, stole his keys to the
thousand locks of his prison and fled.
I had just made it across the northern border into
Skyrim when the Imperials caught me. They did not know
who I was or what I might have done but decided to put me
on the block anyway. Then the first among dragons,
Alduin, attacked Helgen and thus saved my life. How
fitting that I should later repay him by taking his.
Honestly, if not for Paarthunax's wisdom, I could have
not raised my hand against him. Stormcloaks helped me
escape Helgen that day and I have helped them ever since.
Later on, even some Imperials have proved worthy of my
mercy.
But none of the Thalmor. Not one.
Turns out that my coming to Skyrim was foretold. I
am the Dragonborn, a half-sister to Talos himself by the
dragonblood we share. Now that the Empire has been driven
south beyond the Pale Pass and Alduin lies dead at the
very gates of Sovngarde, some regard me as a hero, others
as a living god. In truth, I am but a champion of the
gods, not one but many.
I answer to the whispers of Sithis, the Void
Before the Beginning, for only he is free from the
shackles of fate. I run with the thieves of Nocturnal,
the Lady of Luck and Shadows, for shadows have always
been my sanctuary. I shoulder the responsibilities of
Talos, although what the ancient enemy of elves really
thinks of me I do not know. Even the Companions of
Ysgrimmar look to me for guidance and I gladly give it,
for I am that which they strive to avoid. I have nothing
but respect for their choice.
In Cyrodil, I was a hunter of beasts. In Skyrim, I
am a hunter of people. I have claimed bounties on a
thousand bandits, pursued Legion patrols across the
frozen steppe and both ambushed and been ambushed by
Thalmor assassins. And if one has the courage to call
upon Sithis to commit murder, or the Companions to bring
about justice, I am the weapon in their hand. I find it
easy to kill. So very easy. Living, now that is the real
challenge. Of all the homes I have in Skyrim, the house
by the lake in Riften is dearest to me. And I am very
fond of Balimund, the sturdy blacksmith of Riften, who
cares little for the murky politics of his hometown, or
indeed my own dealings with the Thieves' Guild there. But
to be married is to be owned and no man may own me again,
so it is sweet little Sylgja from Shor's Stone who warms
my bed and caresses me to sleep.
You asked and now you know. Of all the dangers of
Skyrim, I am the deadliest. Of all the predators lurking
in the shadows, I am the fiercest. But if you see me
coming, be at ease. For if I wanted you dead, you would
never know I was there.
-Skyrim, 568 hours into the
game
17-Mar-2012:
Reality Check
I know the insistence of certain people in the Praedor
FB group that Praedor RPG (or really, the
entire Praedor corpus) should be translated into English
and published is meant as a joke. However, it is starting
to piss me off. I am just about to introduce major
canonical changes into the game world, along with an
entirely new rules for player-excercised magic. Should we
drop all that in favor of re-releasing material that has
already been out for 11 years to an audience who does not
really give a shit? Our existing customer base already
has all this stuff, so they would not care, while the
name and brand recognition of Praedor outside the Finnish
geekdom is so poor that the Praedor RPG would be standing
on exactly the same starting line as all other obscure
fantasy RPGs in drivethrurpg.com.
Also, parts of the rulebook would have to be
re-written. You liked the GM advice section in Stalker
RPG? That's good because by my current standards the GM
advice section in Praedor RPG is fucking atrocious. Back
then my approach to it was that "come on, I can do
this shit so everybody can". Also, the upcoming
supplement contains information that will replace
whatever is being said in the core rulebook. In Finnish,
this is easy. The rulebook has been out for a while and
you can view the supplemental changes as a form of
errata. For the English version, all the old content
would have to be dug out from the rulebook while
painstakingly scouring the rest of the text in both the
core rulebook and the upcoming supplement for obsolete
references. The new material would then have to be
written in as the new canonical truth, altering the
layout and picture distribution.
All in all, we are talking about twisting and turning
over 400 pages of text. And if I were to do all that, why
would I bother releasing a supplement in Finnish at all?
Most of my customer base here in Finland is also fluent
in English, so separate publications for both languages
are not a sensible use of my resources. An English
translation would mean dropping the Finnish product line,
even though more of the source material would continue to
appear in Finnish so I would be under pressure to have
all that translated and re-released in English as soon as
it comes out. Meanwhile, I would also be eating into the
sales of Petri's existing publishers and dodging ninjas
or falling anvils every time I walk out the door.
My god! It's a trap!
Every translator in the known universe feels
underappreciated because people really have no clue how
much effort and thought process that goes into
translating fiction (which is what most of my heavily
fluff-laden rule texts are). People tend to think
translating is about replacing words. If this were true,
every translator in the world could be replaced with
dictionary-matching machines. No, what the translator
does is translate ideas and atmospheres between two
different cultures and spheres of consciousness. This can
be even harder than writing the original work because you
cannot stray too far the original and the target language
might not even have the words or even the very ideas the
original author was going for. Yet despite all this, the
text also has to be fun, free-flowing and feel so natural
you would never know it was a translation.
If we would pay translators what they are really worth
nothing would ever get translated. The only reason we
have world literature is because these people humbly
shoulder the disregard and even scorn of the general
public while pulling off feats of creative writing that
the original authors could never match. And we haven't
even gotten into the proofreading part yet.
Case in point: Stalker RPG. A single body of text,
with perhaps 30% of the text volume of Praedor 1.1.
Nitessine did the raw translation, producing what I would
call "mostly functional" text. It is in
English, it is grammatically correct for the most part
and having read more than his fair share of roleplaying
games, Nitessine was also likely to get specialist
vocabulary right. It was smooth and free-flowing in most
places and mind-bogglingly awkward in others, so enter
the 2nd round of translation, i.e. me. As far the text is
concerned, I am the guardian of the Designer Intent. In
the end, I was also the guardian angel of proper
terminology, some abbreviations and a number of
English-language idioms. So I go over the text,
intervening and re-writing stuff where necessary and then
making sure the sudden changes in text length don't screw
up the layout. I'd like to think all the changes I made
were for the better but in any case, as the product owner
and the guy who gets to greenlight the edits, the
responsibility for the entire content rests with me, even
though Nitessine put far more hours into it.
When I am done, enter Aki Saariaho, an English
teacher, a veteran roleplayer and a black belt
nit-picker. He is The Lord of the Red Pen. Aki would go
through the texts in detail, mark out the obvious errors
and pointing out inconsistencies or where he thought he
could not understand what me or Nitessine were trying to
say. I would then go through his suggested fixes, agree
with most of them, re-edit the text to either include or
circumvent them, re-edit it some more to preserve the
intended layout and so on. As before, the greenlighting
and the final responsbility rests with me. This process
would go on and on, until on one fateful day in the
beginning of this month, we were done.
All in all, this took about a year. Stalker has 244
pages of loosely packed text and pictures. Praedor 1.1.
has 240 pages of much more tightly packed text and
pictures. So much more tightly that it alone has probably
two or three times as much text. Supplement, hmm, 150
pages. Rounding up, we are at 400 pages, or four to six
times much more text. Getting Stalker RPG translated took
about a year. If the supplemental material is ready by
2013, we would be celebrating the launch of Praedor - The
Roleplaying Game About The Adventurers of Jaconia
(Christ, that sounds lame!) in 2019. Just in time for
Praedor RPG's 20th birthday, in fact.
I'd much rather stick with the Finnish supplement
right now. Although... making the English translation
would allow me to change the body text of Praedor RPG
into Comic Sans...
14-Mar-2012:
Stalker RPG, part...
Welcome to your almost daily lot of Stalker RPG news!
Today, we are happy to report that the print version pdf
was accepted by the Drivethrurpg.com printing service and
if the now-in-the-mail sample copy turns out alright,
Stalker RPG will also be available as POD
(Print-On-Demand). And hopefully the thousands who looked
at the product page but did not buy it, or the 3500 who
apparently downloaded the rulebook from Torrentz.com see
the error of their ways. Or I get 10 more sales because a
few people on IRC have said they are waiting for the dead
wood edition. Oh, I should not really complain. It is
moving and what the hell I was expecting from diceless
game in a niche genre anyway? It is very hard to remain
objective in these matters, especially when you yourself
know you have accomplished something great.
For example, I am very much aware that the 3500
torrent downloads of the rulebook, if true (those sites
are not very trustworthy) do not represent 3500 lost
sales. But you tend to do that little royalty calculation
in your head every time you see that figure. I can
understand why some video game devs take it very
personally.
On the advice of Nitessine, I have also submitted
Stalker RPG into the Ennie Awards competition. It was
accepted and while winning the thing is certainly a long
shot, I can use every last bit of extra visibility. The
game, as we all know, is gorgeous. Anyone who reads it
and is even remotely open to the concept will be hooked.
Getting people to read it... well, that is where the 3500
torrents, or the couple of dozen PDF vouchers sent to
drivethrurpg.net reviewers come in. And when someone does
read it, we get feedback
like this.
In other and surpisingly non-stalker-related news, Alan
Wake (by Remedy) sales on PC via Steam have now
exceeded their total sales for the title on XB360. You
won't hear me gasping in surprise since I told them (and
you) that this would be the case already when the xbox
360 exclusivity was first announced. I am sure Rememdy
had a perfectly good reason for it at the time but since
I don't know what it was, I am going to say "ha!
told you so!" with all the smugness I can muster.
My Stalker RPG adventure Gamma Vault is now coming to
an end. Next I will probably gamemaster Praedor again,
first time in years. And for this adventure, I will need
a permission from Petri and then signed NDAs from the
players...
10-Mar-2012:
Stalker RPG, part 3
Four sales. Yay!
I'll let you know when the English version is in the
black, even ignoring all the volunteer work.
I've been asked for a print-on-demand option and sure
enough, Drivethrurpg offers one. The problem is that the
layout and files have been made according to very
different specs and especially in the content pages the
margins are roughly half of what the printing service
would recommend. They also don't support my beloved
Pagemaker and warn that non-standard pdf-creating tools
may cause unexpected surprises.
I've done what I can and submitted the cover (made to
spec) and content files (made to spect to the extent
possible) into their service. If they pass the
preparation stage, I will order a proof copy for myself.
If that is okay, we are good to go on the
print-on-demand. However, I am afraid it might be April
before we have a definitive answer on that.
09-Mar-2012: Stalker RPG, part 2
Exclusivity refers to the English-language version, of
course.
The price is actually 19,90 euros but the exchange
rate being what it is...
09-Mar-2012:
Stalker RPG
The game has been submitted into drivethrurpg.com
and is currently undergoing their review process. I can't
do anything about it, so if you still want to speed
things up, you have to talk to those guys :)
Technically it is too soon for this, so the banner is
not leading anywhere:
But I hope it will.
The sales price for the PDF will be 19.90 euros, which
is abt. 10 euros less than the Finnish printed copy would
be in retail. Looking at the overall pricing for
not-so-glamorous games out there mine is still a little
on the spendy side. But either you are stalker or you are
not. And Boris Strugatsky has to eat too.
07-Mar-2012:
At The Threshold
Spring of 2012 has come, at least here on my blog. I
am sorry for the delay but a lot has been happening over
the last few days and will continue to happen for a few
days to come. Most importantly, the proofreading and
editing of the English version Stalker RPG PDF
is almost complete. I expect it to hit drivethrurpg.com
in a matter of days. Like with most of their pdf
products, it will have the front cover and the back cover
as pages 1 and 2 but otherwise it is a facsimile of what
the printed version would look like. As of now, the fate
of the printed version is unclear but I expect to take a
small print run and sell signed copies of it at obscene
prices around Ropecon this summer.
I can't wait for the Stalker RPG to
be done, really. Then I can really throw myself at the
Praedor supplement and what little things I can do to
advance HAX. There is quite a bit of work in the offing
as well. Burger Games is going to have a busy spring and
whatever happens, 2012 is unlikely to be the year when I
go bankrupt.
Although I am no longer writing into www.pelilauta.fi since
it was only pissing everyone off, including myself, I
occasionally read it when someone points out new threads
concerning my games. Namely this one,
a comparative discussion of Praedor's origins and merits
a dungeon-romping game, especially since the idea is
embedded in both the game name (Petri still maintains it
is a coincidence) and the character concept. Basically,
it opens with a complaint that Praedor is not D&D in
the LotFP-kind of way and then has a few different
reactions to that.
Of course, they are right. Given its name and
character stereotypes, Praedor is a remarkably
un-dungeon-rompy game. The reasons for this are many but
firstly neither Petri nor me were never that interested
in Borvaria (I became more interested since writing
Stalker) and we both consider dungeon rompings to be a
sauce rather than the main course in both the comic books
and the roleplaying adventures. I usually include a few
dungeon romps into my adventures but the meat is in the
reasons for doing them. There must be a narrative
framework that leads the characters into the dungeon and
back out again. This is how things were done in the
nineties, before the OSR (is that the proper term now)
boom. Old Skool roleplayers and gamemasters like myself
are interested in complex settings, character histories,
storylines, motivations, atmosphere and all that girly
crap that used to be popular in the nineties.
In short, if I wanted to play D&D, I'd play
D&D. But I never did. My interest in roleplaying
games stems from literature and that sets the complexity
level and determines the focus choices I wish to have.
Even back in the day when I was still using the Red Box,
we were really just stealing stuff from D&D and
putting it into our homemade Apshai-conversion while
being dumbstruck by the insane assumptions the original
D&D made about its setting and character motivations.
I am not part of the OSR boom and their
vaunted Red Box Renaissance. Lamentations of the
Flame Princess and Vornheim must be doing
something right because so many people claim to have had
an epiphany while reading one or the other. But I have
them too and so far I have been massively unimpressed.
Here is a recap from our long dormant series of
"How Burger Sees Roleplaying Games". It has all
been said before but you really need to know this if you
are going to debate the subject with me in Keltsu next
summer.
For me, Praedor is a setting. It
includes rules for playing in it because A) the
definition of a setting also includes a genre and I want
the Jaconian reality to create circumstances that befit
the genre and B) I would not have been able to market it
as a roleplaying game without one. Fuck it. For me, any
roleplaying game is really the setting. If there is no
setting, it is not a roleplaying game but a rule system
and could go flush itself down the toilet for all I care.
Systems are interchangeable (to a large extent) between
roleplaying games but the settings are not. I can play in
the Warhammer Empire using the Praedor System but that
would still mean I am playing Warhammer. Or, I could play
in Jaconia/Borvaria using the Red Box D&D rules but
in my books that would be playing Praedor (albeit with a
vastly inferior rule system). A good built-in game system
can help to make a game better while a bad system is a
detriment because the GM has to go through the trouble of
either fixing it or converting another system from
someplace else. But if the setting is stinks, the value
of a roleplaying game book is measured in calories of
heat.
When Praedor came out, Nordic the Incurable criticized
it for its lack of choice and variety, since it more or
less forces the players to create stereotypic characters
for pre-set stereotypic activities. Now Thaumiel Nerub is
criticizing it for having too much choice and variety on
the grounds that the core concept is becoming diluted.
I can't win this one, can I?
P.S.
There are currently no plans to include a Book of
Dungeons into the upcoming Praedor supplement since
I believe the dungeon-romp focused games and their
respective authors are so much better at it. But if you
want to give it a go, I'll gladly publish it. Perhaps
even pay a small fee. And if someone wants to do
character conversion rules between Praedor and any of the
OSR hit titles, I'd be happy to include them. I would not
pay for that, though :)