Feels like autumn already. Why? Because that's how I
always feel on the Sunday night when I have returned
home from Ropecon.
This was the 22nd 'Con and I've been to every last one
of them. Barring serious injury or death, I intend to
be in the next one as well. I wonder if I'll be at
Ropecon XLIV? I'd be 63 years old.
Now, all you jackals are of course waiting for my
post-Ropecon report and the well-aimed (or less-aimed)
barbs at the various people whose shows I've attended.
However, this time the only thing I was disappointed
at was myself. I should have agreed to give a
presentation or something, or at least run the two
game sessions required for free entry. I should have
done something. But I didn't, telling myself I
was too busy writing the press releases for the French
edition of Stalker RPG and all that. Technically true,
but there is no real reason why it could not have
waited until next week. What's done is done, and
what's not done remains not done, but I fully deserve
a kick in the pants for this. Koponen kind of
delivered.
I am getting ahead of myself. Nobody in the Finnish
scene brought anything really new to this 'Con,
although Tupilak
by Myrrysmiehet and Nordic deserves an
honorable mention. It is not a roleplaying game (I
actually called it a dice game and Nordic agreed) but
the whole concept of Inuit shamans building these
magical creatures to attack each other was kind of
cool. Especially since it came loaded with details on
Inuit animism. Kudos also to Sope for his vastly
improved presentation skills. Whether or not the sight
of my latex hammer had anything to do with it, Mike
and I agreed that we've never seen such an improvement
in someone's output between two consecutive Cons. So,
my hammer was not needed and I am glad for that.
It was nice to hear good news about Astraterra.
It was finally sold out in this convention and with
the rate 500 copies in two years its sales are on par
with Praedor. I like to think that Ironspine
crew is better at supporting their games than I am of
mine and that should easily push them past the 1.3K Praedors
sold so far. Of course, all we have for now are
promises and the free PDFs. Hell, even I do that. If
neither of the promised supplement makes it to the
next Ropecon, I am going to be really worried.
I don't usually go watch "how to improve your XYZ"
-kind of things since they usually boil down to
someone telling me that "this thing that you have
already been doing for 15 years is officially called
XYZ and you should keep doing it". Gee, thanks! It's
not bad advice in itself and objectively, there
probably was a fair bit of new information I'd never
considered. But I don't feel like I have learned
anything more than terminology. It is not their fault,
nor was there anything wrong with their presentations,
so well done, everybody. I am just... not the target
audience.
Despite my annoyance for being overlooked when
choosing gamemasters-come-authors for the Sunday's
panel, it is hard to find a fault within the panel
itself. I usually don't like watching panels but this
was one of the best non-joke panels I've seen. So
congratulations to the panelists and excuse me while I
change my nickname from "Burger" to "Chopped Liver".
With the panel so successful, I was getting worried
about not having anything to make fun of here on my
blog. In that regard, the "Ask the RPG Designers" was
a dismal failure as well. Instead of a delightful
repetition of the last year's mess, which prompted me
to try improve Sope's presentation skills in the first
place, this event was lively, interesting, well-run
and with a both active and attentive audience.
Fuck!
Koponen, you were my only hope! Surely your
ridiculously named "RPG Scene Activism" presentation
will give me all the ammo I need! Just like Mike or
Eero in the good old days! It started promisingly
enough, with Koponen being the very epitome of an
angry young man and gleefully refuting an 8-year old
quote from me. However, it then became obvious that A)
he had a new target for his righteous anger and B) was
not about to say anything I would actually disagree
with. Basically, he told the lot of us to do more
stuff for the hobby. And to put his money where his
mouth was, he also suggested quite a few sensible ways
to do that, making my pang of conscience even worse.
So no ammo there either. Oh, to hell with it, it's
official: The worst thing about this year's Ropecon
was me. I am seriously considering attending Tracon
this year as a penance. Possibly Hitpoint
as well, if I am not in Brazil at that time.
Then there is another matter.
I went to see Mad
Max: Fury Road on Thursday and... well,
let's just say that I can still hear the roar of
engines whenever I close my eyes. But I am going to
let you in on a little secret: even before the
movie, I could hear the roar of engines whenever I
closed my eyes. It just got louder. My relationship
with the film's predecessor, Road Warrior, is
like that of a devout Christian and the Bible. There
are other films and some of them are just as
entertaining, but only Road Warrior is the Word
of God. Fury Road could objectively top
it inside my head but still, Road Warrior was
there first and has its own reality-based nuances. And
there was a time, when all that came together with
some other inspirations, references, thoughts and
worldviews.
Sigh.
I am one of the most successful RPG authors in
Finland. Maybe the most successful, depending on how
you look at it (give Miska a few more years and he'll
fix that). However, I have also had the greatest
commercial fiasco in the history of that scene, or if
there have been any bigger, nobody has told me. I am
way too embarrassed to tell you the print run size of
Taiga and how much money went into it. Let's
just say that the Euro conversion has made the whole
issue a little easier to handle. Still, anybody else
in my position would have considered himself so
well-and-truly burnt that he'd never publish another
game. We've seen those guys before (and they always
are guys, by the way) and that is why we RPG authors
try our damnest to impress on the wannabes what the
realistic sales expectations really are. Because when
that shit goes down, it takes a part of your soul with
you. We all know the feeling. I have just lost more of
my soul than most.
Should have, would have, could have... it's been
almost 20 years and I still find myself going over it
in my head, hoping for a time machine that would allow
me to slap myself twenty years ago. I guess most of
you think I should just be happy with the way things
have turned out since then and maybe you're right. My
great genre loves are Baroque, Pulp (in all its forms)
and Post-holocaust. For my roleplaying game writing,
those have translated into Miekkamies, Mobsters
& Praedor, and finally Taiga &
Stalker. Four hits and one colossal,
soul-shattering miss. I keep telling myself that the
hits win out and everything that doesn't kill us makes
us stronger, but this is an unresolved struggle for
me.
Did you think I've never thought about it?
Did you think I've never written anything about it?
The world may be laughing and I would now do many things
differently, but I do love the setting. The idea of a
post-holocaust world without the actual holocaust! The
idea of taking the social decay inherent to most
cyberpunk settings to such insane extremes that the
civilization itself is shattered! Recreating the road
warrior scenario in our everyday lives and surroundings,
within a generation from now! Recreating medieval
fiefdoms and their murderous intrigue in the lamest
suburbs of a safe modern city! Turning the whole western
civilization into the ultimate failed state,
Congo-style!
But I've already tried and now wander in the ruins of my
ambition, lost and mad. I still haven't found my way
home. Maybe there isn't any.
If you come back
with swag – it’s a miracle
If you come back
alive – it’s a success
If the patrol bullets miss you - it's luck And as for anything else – that’s fate
Author and game designer Ville Vuorela has signed
contract with the French publishing house La Loutre
Rôliste regarding STALKER: The Science Fiction
Roleplaying Game, and The Hollow Pilgrim, a novel set
in the same world. La Loutre Rôliste will translate
both works into French and becomes their publisher in
French-speaking countries and territories. The
roleplaying game will have a whole new French-language
edition, while the novel will be a more direct
translation. Both titles are expected to come out in
2016.
In STALKER: The Science Fiction Roleplaying Game,
an alien civilization has visited Earth, leaving
behind six chaotic and dangerous zones. Stalkers are
modern-day outlaws who venture into the zone in search
of alien technology, also known as artifacts. These
strange and dangerous objects have powers and
properties going beyond our science and understanding.
They are eagerly sought after by governments, powerful
corporations and even wealthy individuals.
STALKER: The Science Fiction Roleplaying Game
was first released in 2008 in Finnish. Helsingin
Sanomat, a major daily newspaper, chose its release as
one of the culture events of the year. The game
presents a modernized take on the world of Roadside
Picnic, a Russian science fiction classic by
brothers Arkady and Boris Strugatsky. It was released
with the permission of Boris Strugatsky. STALKER:
The Science Fiction Roleplaying Game was
translated into English in 2012 and is available both
on paper and as a PDF. The publisher is Burger Games.
The Hollow Pilgrim is a novel set in the world
of the roleplaying game. It was written in English by
Ville Vuorela and published as an ebook in 2014 by
Finn Lectura. It is available from all major ebook
sellers.
Jos palaat saalista mukanasi, se on ihme. Jos palaat hengissä takaisin, retki oli
menestys. Partion luoti on tuuria. Kaikki muu, kohtaloa.
Roolipelikirjailija Ville Vuorela ja ranskalainen
kustantamo La Loutre Rôliste ovat tänään
allekirjoittaneet sopimuksen STALKER:
Tieteisroolipelin ja sen maailmaan sijoittuvan The
Hollow Pilgrim -romaanin kääntämisestä ja
julkaisemisesta ranskaksi kaikissa ranskankielisissä
maissa ja virallisesti ranskankielisillä alueilla.
Roolipelistä tullaan tekemään kokonaan oma
ranskankielinen laitoksensa. Romaani julkaistaan
käännettynä sellaisenaan. Teosten odotetaan ilmestyvän
2016.
STALKER: Tieteisroolipelissä vieraan
sivilisaation lyhyt käynti Maapalolla on jättänyt
jälkeensä kuusi sekasorron valtaan joutunutta
vyöhykettä. Stalkerit ovat nykyajan lainsuojattomia,
jotka tunkeutuvat vyöhykkeille etsimään vieraan
sivilisaation teknologiaa ja jäänteitä. Vyöhykkeiltä
löytyneet artifaktit rikkovat ihmiskunnan tunteman
tieteen ja teknologian rajoja. Niistä kilpailevat
monet valtiot, suuryritykset ja vaikutusvaltaiset
yksilöt.
STALKER: Tieteisroolipeli ilmestyi alkujaan
suomeksi vuonna 2008 ja Helsingin Sanomat valitsi sen
julkaisun yhdeksi julkaisuvuoden kulttuuritapauksista.
Peli esitteli modernisoidun version venäläisten
tieteiskirjailijoiden Arkadi ja Boris Strugatskin
teoksessa Stalker (eng. Roadside Picnic)
olleesta maailmasta ja teemoista. Se on julkaistu
Boris Strugatskin luvalla. STALKER:
Tieteisroolipeli julkaistiin englanniksi 2012 ja
on ollut saatavina sekä paperi- että pdf-kirjana.
Julkaisijana toimii Burger Games.
The Hollow Pilgrim on Ville Vuorelan vuonna
2014 ilmestynyt englanninkielinen romaani, joka
sijoittuu roolipelin maailmaan ja on saatavilla
e-kirjana kaikista merkittävistä e-kirjoja myyvistä
palveluista. Englanninkielisen version julkaisija on
Finn Lectura.
Ville Vuorela, when he was still young and
photogenic.
10-May-2015: Pre-Ropecon
Unlike in previous years, Ropecon is
in mid-May (read: the next weekend). It coincides with
the fucking Ice Hockey World Championship and
the schools are still on, so the level of attendance
is anyone's guess. The timing is due to a force
majeure. The venue, Dipoli, is being renovated over
the summer and the planned changes are not really
beneficial to the kind of event Ropecon aims to be. We
still don't know for sure but the event may have to
look for a new home next year. I've been to every
single Ropecon since 1994 and I won't be skipping this
one. The programme
is out and judging from that, here's what I am
sort-of-possibly-if-nothing-better-is-going-on
planning to attend:
Fri 20-21: GMless Design And Play-
fuck it, I might give it a chance. Hippies.
Fir 21-23: Myrrysmiehet Esittää 2015 - I have
two objectives for this one.
A: To satisfy my curiosity about the future plans
of Myrrysmiehet Corp.
B: To check if Jukka Sorsa has improved his
presentation skills from last year and bash him over
the head with a foam mallet if not.
Fri 23-01: Suurkaupungista Örkkivuorille - "From
The Big City To The Orc Mountains", a presentation about
traveling in a pseudo-medieval settings, assuming no
teleportation or Pegasus Express. If this is any good,
it is going to be very helpful for my writing.
Sat 11-12: Terveisiä Astraterrasta - "Greetings
From Astraterra". I am a big fan of Astraterra (a
scifi-adventure RPG for children... and me) and can't
wait to hear about their future plans. Maybe even be
part of them, who knows?
Sat 14-15: Pelaamisen taito - "The Skill
of Gaming". It is competing with an LGBT panel on gender
in games, though. Tough call.
Sat 15-17: Miten roolipelataan hyvin - "How To
Roleplay Well". I am not too old to learn something new
here. Too obstinate, perhaps, but not old.
Side note: I wish I knew if Antti Eronen's
scifi-warfare presentation is a whole new thing or a
repeat of his earlier presentations.
Sat 18-19: Uppoutumisen psykologia - "The
Psychology of Immersion". I also do this stuff for
living, you know.
Sat 20-21: All the Mistakes We've Made - well,
obviously.
Sat 21-22: Historian epäonnisimmat matkat -
"There But Not Necessarily Back Again" - the most
unfortunate journeys in history".
Sun 09-10: Charlie Ei Surffaa - if this
presentation on the already legendary Ropecon RPG
campaign wasn't in the dead of night, I'd watch it.
Sun 10-12: Pelinjohtajasta Kirjailijaksi - "From
a gamemaster to an author". Very interesting, highly
topical and perhaps I even get to see some "real"
authors. In a "What am I, canned cheese?" -kind of way.
Yes, I confess to being a little miffed that no one
thought to ask me. I guess I haven't been a gamemaster
and an author long enough.
Sun 12-14: Kysy Roolipelisuunnittelijoita
Roolipelisuunnittelusta - "Ask RPG authors about
RPG design". Another chance for Jukka Sorsa to show he
has progressed as a presenter. Or get hit with a foam
mallet. Or a real one, depending on how pissed off I am
after the previous panel.
Sun 15-16: Hyperstorm - scifi RPG project kick-off. -
This is supposed to be a reboot of the Heimot
Universe. Fine. Make it a good one.
Sun 16-17: Roolipeliskeneaktivismi - "The RPG
Scene Activism." Sami Koponen promises to explain what
the hell he is talking about and do it in an uplifting
manner. Okay, I'll bite.
Sun 17->: Grilli Toro - My traditional
"end-con" feast, hopefully with a choice group of hungry
companions.
So here we go. I might not make it all of them, or I
might make some last minute changes but for now, that is
the plan. Niilo, is this what you were looking
for?
02-May-2015:
Blockbuster
The writer's block after chapter 13 lasted 48 hours.
Just 48 hours. I've gotten suspiciously good at
breaking through my writer's blocks. If I could keep
up this rate typing, I could finish two brick-sized
scripts a year. In Finnish, of course, don't expect me
to be this quick with The Green Room. My
upcoming fantasy novel Käärmetanssija
("Snakedancer") is now at the same length as The
Hollow Pilgrim, or about 280 pages in a
reasonably large book format. The story still has some
ways to go, so 300 pages is easy and 400 is feasible,
if a bit unlikely. I like to think that I am already
writing the last third of the story. My tactic with
writer's blocks has been to just power through them. I
would not have started this novel if I didn't have at
least a vague idea of what was happening in it, so
even if blocked, I can still write a sort of
bare-bones thingie and keep reworking the already
existing parts of the story. Just never stop writing.
Never, ever, stop writing. When my inspiration comes
back, it is sometimes hard to be ruthless with the
text that's already there but it has to go. That piece
of crap isn't really there to advance the story. It is
there to hold the door open when I come back to it.
Writing is a lonely a job. I am very grateful to Housemarque,
who just booked me for a months-long gig involving
working in their office a few days a week. I feared it
would slow me down but actually it sped me up. I might
be a closeted introvert but still, the lack of social
contact over the past year or so was literally driving
me crazy. Working in an office, with sort-of
colleagues (I am still a sub-contractor) turned
writing from a desperate excuse of a day job to a way
to rewind. It has worked beautifully, or at least the
test readers seem happy. Of course, the boost to my
finances didn't hurt either. I know there are supposed
to be literary scene meetings and writers' discussion
clubs but to hell with it! I don't really have that
much to say about writing in general, everybody else
is always way more into short stories than I am (for
me, anything under 100 pages is a fucking brochure)
and discussing on-going projects is pointless if we
haven't read them our selves. Sometimes, well, often,
I wish that my test readers were a little more
critical but that is not a discussion either. But I am
going to need an editor soon and he'll probably have
more to say about my book than I am really prepared to
hear.
The one real downside to this writing spree is
falling behind with my videogames. I quit Defiance
after the mission-critical bugs broke my back. I
haven't even started up my Pillars of
Eternity and made only a half-hearted
attempt to play Shadowrun
Chronicles, which came out day before
yesterday (I backed it in Kickstarter, years ago).
Lots of problems with that one, by the way. Content
issues are fixable but the format just doesn't lend
itself well to MMOs and it does a really poor job at
explaining anything, especially if you haven't played
the single player games. I still love those, by the
way. But the overriding problem is that I just don't
feel like escaping the reality via gaming. I feel like
I want to escape it by writing and running the
occasional RPG session. Verivartio campaign
has been running for three years by now. I am
seriously contemplating starting a Stalker RPG
campaign to run alongside it, even if I am not 100%
sure yet what rules to use with it. Anyway, my casual
mention of the prospect in Facebook provoked
such a positive and far-reaching response that I feel
flattered.
I just got back from a cruise to Stockholm with my
mother and no, I don't regret a thing. While there, I
made an interesting find in Scifi Bokhandeln: Mutant
- Year Zero RPG, the hard cover English
translation of the 2014 revival of an old classic. It
is very different from the previous Mutant RPGs, which
have for all intentions and purposes been Old Skool
RPGs. In my book, the new 300+ page Mutant is the
physically largest Forge RPG ever. To sum it up,
running your own setting and adventures with this game
is optional (although still feasible). Instead, there
is a very powerful metaplot that sample adventures and
character classes/archetypes are pressured to follow.
You also "sort of" play the ark the players come from
and finally the classes smack more of My Life With
Master-type of forced role allocation rather
than classes or professions in the traditional sense.
The metaplot is not bad but if you are not into such
things, you are shit out of luck. Which, incidentally,
is the biggest reasons I usually don't care for Forge
games. Well, that, and the incredibly arrogance of the
Forge fanboys in the past. They seem to have gone
strangely extinct of late. Maybe the OSR trend ate
them all for breakfast?
That said, MYZ also has a lot of things going
for it. The dice pool-based system isn't all bad, the
metaplot setup is both workable and avoidable, and
game does such an excellent job at wasteland
exploration mechanics that I am going to rip the shit
out of them for my rules of exploring Borvaria in Praedor
RPG. I suppose Stalker RPG gamemasters could
also get a kick of out it, even if there are fewer
synergies between the two games than I originally
thought. Yet another really valuable nugget was their
attempt to include the descriptions of character ideas
and actions into the mechanics, FLOW-style. They
failed but not before giving me some ideas on how to
handle that in the
latest version of EBB rules.
Originally, I was just thinking about straight-up
bonuses but consider this: The default task resolution
roll is just that, the default. But if the player
explains his character's idea and there clearly are
benefits to it, the player gets to roll two task dice
(D10) and pick the better result. If his idea really
rocked, he gets to roll three D10s. Similarly, if the
player's description helps to underline why this
solution is so typical of this character and deepens
the drama, go ahead, roll two ability dice and choose
the better one. Hell, if everybody at the table was
blown away by the exemplary roleplaying, roll three
and be damned with it. These are major benefits but
hey, we did want to reward special effort and give the
players some additional tool to control the fate of
their characters. And the beauty of it is that if your
character doesn't have a suitable ability to back up
the idea, no amount of whining is going to give the
player bonuses for trying roleplay a trait his
character does not have. Yet, the added dice for good
ideas are still available. Anybody can get flashes of
genius, even when doing things they usually don't care
about.
I like the way that sounds. At least on paper.
25-Apr-2015:
Defiance
I am now through with Defiance, a shooter-MMO
from Trion that is supposedly paired with a scifi
television series by the same name. Although it is an
MMO, it was a surprisingly good solo-play experience.
Even the group battles didn't feel forced or awkward.
The world, non-sensical as it was, was visually
interesting for a post-holo buff like me and the
action gameplay was really solid, easily on par with
some of the third-person shooters out there. Of all
the MMOs I've ever played, Defiance had the
best overall controls. They are still not perfect but
when encouraged by this experience I tried some other
MMOs, I suddenly remembered how fucked up they usually
are. There are gameplay reasons for it but if you ask
me, that is just bad gameplay design. But I digress. Defiance
is free-to-play game but the paywall is in no way
intrusive and you can experience pretty much
everything for free. I did drop a few bucks for a DLC
bundle just because I like to reward good work.
Of course, it wasn't all smooth sailing or I'd still
be playing. The progression system is fucked. You get
ego points to upgrade your implant powers but there is
like 500 of them and only a few slots for any powers
to be active at any one time. Thus you very easily
(and early) on max out the few powers you really want
to have. Then you have your EGO rating and game
somehow tries to balance itself according to it,
complete with loot. Better guns, better shield units
and... well, that's it, really. Weapon mastery and
vehicle mastery systems that make you better through
usage are great and I'd love to see them expanded into
the whole game (Fallout New Vegas: Project Nevada!)
but as it stands they are easily maxed out as well. So
yeah, pretty soon there is nothing more to go on than
the story and in an MMO, this is unforgivable.
Fortunately, the story is good, in a cheesy early 90s
kind of way. They use your in-game character model for
the cutscenes, which works great and these
action-laden cyberpunkish-post-holo-science fantasy
stories form an enjoyable continuity. Season 1 was all
soloable, right down to the last mission.
Unfortunately, they are also frequently bugged,
sometimes forcing you to restart missions after
getting really deep into them. And sometimes there is
just no solution. I rage-quitted when in the middle of
my third attempt at an insanely difficult end-season
bossfight the enemy suddenly teleported inside an
impenetrable forcefield in the level geometry and
never left, apparently stuck in some animation loop.
As this was already my third attempt at this
frustratingly difficult battle, I had to choose
between quitting the game and punching the screen in.
It wasn't my first but and the Internet has horror
stories of a whole lot more. If I were Trion, fixing
those would be my number one priority since this is
the main storyline we are talking about. But
for some reason, Trion appears to disagree.
Early on, I marveled at how exploration worked in
this game. Basically, the game is peppered with quest
locations and even if you don't pick up the actual
quest, arriving on the scene triggers it. For quite a
while, the game manages to sustain a delightful
illusion of stuff happening everywhere. You know, Otherwhere,
the cornerstone of my gamemastering ideology in
pen-and-paper RPGs. There is sufficient variety
between them but unfortunately the event for a
particular place is always the same, so once you've
explored to your heart's content, it breaks immersion
and gets repetitive. Still, there is a good system
under here somewhere, something that wouldn't go amiss
in a single-player game either. The downside is that
quest and exploration rewards aren't that special.
Once you've locked onto your favorite gun and used
some arktech to keep the rating up with your own, the
excitement over finding yet another motherfucking
rifle is limited. The game promises to have some
crafting but really, the system is largely useless and
there is no sense of salvaging anything.
Finally, there are the mass events. Arkfalls are
incidents alien debris falling from the sky and being
infested with foes or monsters. Then there are Volge
invasions (evil and nasty alien motherfuckers) and few
other types of events that are shown on the map and
draw in players far and wide. These massive battles
can sometimes be awesome but the kind of multiplayer
action I liked the most is when you chanced upon the
same quest location with some other players. There is
no grouping, no communication, no hassle. You jump
right in, start doing stuff and killing enemies and
everybody benefits in the end. It may not be entirely
fair if latecomers also get the default mission
completion rewards (there are some performance tiers)
along with those who started the whole thing but it
works and keeps the gameplay interesting. It is also
pretty much the only form of social contact you will
have. Nobody speaks in this game, probably because
established parties use voice communication. There are
no real social hubs and no auction houses. Sometimes
players call out to sell stuff but I never figured out
how that worked since there is no way to tell which
guy on the screen said what.
There. Lots of good stuff and something bad about all
them. Still, I don't regret the time spent with Defiance
and it was really inspiring for Rovers. But
it feels like a missed opportunity, just like every
other MMORPG I've ever played. Obviously, there is
something I subconsciously want from MMORPGs that the
games so far or perhaps the entire format has been
unable to deliver. Before this, I have played Anarchy
Online, EVE Online, World of
Warcraft and Neocron. They all had their
moments, they all hooked me for a while and you could
really see what made the experience special for some
people. But... meh. Something's amiss.
Final Rating: +1
It would have been a easy +2 for Defiance if
the frequent and infuriating mission bugs hadn't let
me down so badly. Another +1 could have been earned
easily with a little more ambitious and RPGish design.
Maybe that would have then detracted from the action,
I don't know. But I did play the game, I did enjoy
most of my time there and I am not sorry. It was a
positive experience and the concept of the game is
much more interesting than the concept of the TV
series. Why didn't they make a TV series out of Ark
Hunters? Mind boggles.
22-Apr-2015:
Zone China
If there is one Zone that hasn't received any love
from Stalker RPG fans, that would be Zone
China. No one has even asked me anything about it,
until now. The Finnish map I originally used to place
the Zones lists the closest town as Saysu but to be
honest, none of the English map services seem to know
the place. Probably the Finnish map was just plain
wrong or it the placenames are transcribed differently
in English. However, as for where Zone China is, if
you are using Google Earth, it is HERE!
Just right click on the sphere and you can adjust the
graphical properties, like just outlining the bloody
thing without a fill. Still, the fill kind of fits,
since the Zone is constantly obscured by caustic
clouds. It also sits right on the edge of the Gobi
desert between China and Mongolia. No great cities
were lost inside it (some habitation and watering
systems were) but right now it is about as accessible
and hospitable as the surface of Mars.
Unlike in the other Zones, the Institute doesn't
wield its usual power around Zone China. Although
China is a signatory in all the treaties affirming the
Institute's status and sovereignty, it still insists
on guarding the border with its own army and the
Institute representatives are effectively security
advisers and research project coordinators to be
conveniently ignored, if necessary. If the Zone were
any easier to access this would be a major problem but
as it stands, stalker excursions into Zone China are
few and far between. That said, it happens, especially
from the northeast through the corridor between China
and Mongolia. That area is Gobi Desert to begin with
and often falls under the shadow of the Zone's
multicolored clouds. Many Chinese soldiers would
rather rebel than be stationed there and they patrol
the border against Mongolia only reluctantly. Stalkers
dash across that stretch of Gobi desert in souped-up
vehicles and heavy-duty protective suits. It is a bit
like exploring the surface of another planet but at
least there is little or no competition. Areas close
to strange rock formations now growing out of the
desert floor have proven rich pickings and as hard as
navigating Zone China is, the expeditions often target
these formations.
Because of the open terrain, expeditions in the west
and south are near impossible without the cooperation
of the Army. But it happens, although there are
disturbing rumors of officers marching convicts or
penal battalions into the Zone with the promise that
anyone coming back with something valuable will be let
go on the spot. Research permits into Zone China are
hard to come by but foreign scientists are sometimes
attached into the state-sponsored research projects.
Recently, researchers have been drilling holes into
the desert floor at such an angle that they eventually
cross the border. A full-scale access tunnel is likely
to follow.
13-Apr-2015: Fast
Brain-eating Zombie
I am not really a car person but I used to want a
Lamborghini Aventador. You know, for the sound, the
speed, the looks, the hell of it. Then we bought a
used car for 2000 euros and lo and behold, I don't
really want a Lamborghini anymore. Really, I am a true
fan of our current car, nicknamed Fast Brain-eating
Zombie according to the three letters of its the
license plate. I've never driven, let alone owned, a
car as badass as this. And small wonder, it is in
great shape, expertly tidied up and it used to cost
something like 500K Finnish Marks new. Make that 80K
euros in today's money. It shows. The interiors are
the roomiest I've seen this side of SUVs, there is
very little engine or tire noise, it boasts cruise
control, powerful air conditioning, excellent audio
system, side-mounted airbags, electronically
controlled driver's seat... you name it, it's got it,
assuming the technology was around in the 90s. It's
engine originally had 240 horsepower and still packs a
mean punch. In fact, taking off from traffic lights is
sometimes awkward since you easily spin the wheels. I
read that the top speed is electronically capped at
249 kph, not that I would ever dare to drive it that
fast. I also read that it was partly designed by
Porsche. Figures.
Not bad for an old Volvo station wagon, eh (not ours
but the same make, model and color)? Yes, we have
spent two grand on an old but intact (and polished-up)
Volvo 850 T5R from 1996. Since then, I have learned
that only around 5000 of these monsters were ever
made. It is a rare and prized car and we were really
lucky to land one at such a price in such a condition.
Of course, it is an old-school Volvo, so everything in
it was made to last. But unlike its predecessor, which
was a Volvo 240 from 1992, this thing was the top of
the line back in its day. It was something that bank
managers and lower-level executives would drive. The
sense of luxury has also withstood the test of time
and you can feel the high-end on all the little knobs,
switches and twists of the wheel. Everything is where
it is supposed to be, everything works, everything
feels good and right. I guess this is what owning a
Rolls-Royce must feel like. And the power! Oh, THE
POWER! If you can see a gap anywhere in the traffic
when driving down an adjoining lane, you can catch it,
no matter how fast the traffic is moving. And if you
want to pass someone, put pedal to the metal and Fast
Braineating Zombie flies past with a roar that can
only come from a fucking dragon. The acceleration
pushes you back into your - admittedly - very
comfortable seat like you were taking off for space. I
never knew I wanted this much power until I got it.
It really cost us only two grand, so assuming it
lasts four years (the previous one did seven), it was
a good investment. But when the day comes, it will be
very, very hard to walk away from this car. It is too
good and you just know you'll never find anything to
match it EVER again. Not with our price range.
I love you, Fast Brain-eating Zombie. And I can't
wait to do the 1200-kilometer Kainuu roundtrip with
you this summer.
06-Apr-2015:
Silver Lining
Bronchitis really sucks. After two and a half weeks,
I am mostly recovered but there is still the odd dry
cough and I run out of breath really easily. But I
survived, yet again, and this was one of the worst.
There is bronchitis where only the doctor can hear the
rasping of your bronchial tubes. Then there is
bronchitis where you can hear it, especially when
breathing out or lying down. But when it is so bad
that those around you can hear it too, you've reached
a whole new level. I wonder what would have happened
without antibiotics? Bed-ridden for six weeks? Death
or brain-damage by slow asphyxiation in my sleep?
People still die of this thing, you know. Especially
the elderly, the malnourished or those already racked
by other illnesses. When waking up in the middle of
night, struggling to cough your lungs clear so that
you could breathe, it is easy to see why. It is why I
call these things "Postcards from Death".
You'd think falling ill would have given me plenty of
time to write. Actually, the opposite is true. I did
my best writing when I was going to the gym three or
four times a week and riding 10 kilometers on my bike
on the off-days. I was feeling food, I was feeling
strong and I had none of the usual small aches, coughs
and wheezes to distract me. I could think more clearly
and overall felt more positive and energetic about
everything, even if my weight wasn't going down the
way it should. I like to think that I was building up
muscle to replace lost weight, which is certainly true
to some extent. In any case, it all fell apart with
this latest bout of illness and I can't see how that
could have been avoided (and I am going to punch the
living daylights out of the next person telling me to
eat garlic or something). It is a cycle I've
experienced again and again: I get an exercise routine
going, my diet starts working out, I get good at both,
I feel great and possibly lose some weight and WHAM! I
hit a brick wall in the shape of some lung disease,
usually bronchitis or segmental pneumonia. It takes a
good while to recover and then I have to rebuild my
physical and mental routines from scratch all over
again. I don't know how many times I can still do
this. It costs me 1D6 SAN on every iteration and I'm
not getting that back.
It's not all doom and gloom, though. Snakedancer
did move forward and currently stands at 374K
characters, which is within 100K of the total length
of The Hollow Pilgrim. The finished work will probably
be over 500K, so we are looking at my longest novel to
date and we are, thankfully, already way past the
half-way mark. Chapters 10 and 11 were, and are,
tricky to write as they are the points around which
the whole story pivots. My test readers
enthusiastically ok'd chapter 10, which was great. I
really hope that chapter 11 gets an equally favorable
response since the story is now moving into an
entirely new phase. And remember, Petri can still veto
the whole thing. Snakedancer is now venturing
into dangerous territory regarding the franchise.
Frankly, it is going to places the RPG wouldn't go.
Sometimes I wonder if it also needs more explicit sex
scenes. Sex sort of happens, since it is an everyday
part of human life and relationships, but as you may
remember from Vanha Koira, I like my sex
scenes low-key and I am more interested in the
post-coital emotions than in the physical act. Should
I contract Juhana Pettersson to write me some juicy
fuck scenes? ;)
Another piece of good news is this little thing here:
Doesn't look like much, does it? Small, ASCII
graphics, nonsensical... Actually, it is a really big
deal. It is a procedurally generated map tile for Praedor
The Videogame. Different characters represent
grids belonging to their respective areas, showing
which areas border which other areas and how all
active areas in the tile are accessible, even if by
sometimes convoluted routes. For example, if the
player has explored the northwest corner (X) and
resolved whatever challenge there was, he can now
choose between moving east (O), or south (#). In the
final game, that may mean choosing between a
suspiciously well-preserved temple (likely to house
undead) to the east, or picking your way through a
patch of Wild Magic to the south (a random encounter
to the Nth power). Thanks to this little image and its
kin, we now know that our procedural map generation
works, producing varied and enjoyable tapestries of
active areas and inaccessible gaps ad infinitum. Our
Borvaria can truly be endless. More importantly, if
this part of the plan had not worked, nothing else
would have either.
Finally, and this came as a bit of surprise, I tried
a MMORPG and I liked it. I've long been interested in
Defiance,
because on paper it kind of reminds me of Rovers
RPG, or rather, what I would like Rovers RPG
to be at some point. Released in 2013, it has been out
for a while now and has had time to get its rough
edges smoothed out, so I finally decided to give it a
go. Now, Defiance is also a TV-series/MMORPG
hybrid and while I like the genre, I never got past
the pilot episode in the series. To my immense
disappointment, they did not focus on Ark Hunters.
However, having now played the game a little, I wonder
if I should really give the TV-series another chance
because I was having fun? To make the long story
short, Defiance is a post-holocaust MMORPG
where humans and survivors of a coalition of alien
species are struggling to survive on uncontrollably
terraformed Earth. Some groups coexist happily or even
form mixed communities. Others, not so much. Frankly,
the backstory remains a bit opaque and the game does a
really poor job at explaining it.
Let's move on to the positives. First of all, this
game would be a perfectly decent open-world
third-person shooter even without all the MMORPG
hassle. Ark Hunters, who venture out into the
wasteland in search of alien technology and other
goals (where have I heard this before?) remind of me
of Vault Hunters in Borderlands 2 (frankly,
there is more than passing resemblance to Borderlands
here) and the action flows far better than I expected
of a MMORPG. This is a third-person shooter with
roleplaying elements, some special powers and an
over-the-shoulder camera that does not annoy the
hell out of me (achievement unlocked)!
Headshots do count, the enemy aim can thrown off by
rolling the ground, crouching helps to provide cover
and jumping works better than in most single-player
action titles. You can sprint, drive vehicles, throw
grenades, acquire perks like inflicting more damage
from elevated position (my favorite as it legitimizes
terrain exploits) and loot the hell out of everything.
The challenge level is high but not impossibly so and
you can go solo quite a bit. But this next bit sealed
the deal.
If you want me to take an interest in your game
world, make exploration matter. There are storyline
missions with cutscenes and all that crap in Defiance
but I've been having a blast with Dynamic Events.
Let's say I chance upon a battle between players and
some enemy creeps. Maybe it is about hacking some old
computers, rescuing captured EMC soldiers, restarting
an old generator or whatever. By partaking in the
battle, I am now also taking part in the mission. As
the mission concludes by our collaborative actions, I
am rewarded alongside with the rest of them, with some
hierarchy depending on goals or kills achieved during
the mission play. I can enter the scene at any time
and I can leave the scene at any time. There is no
pre-grouping or other hassles that turn me off in most
MMORPGs. I was there, I was a positive influence on
the mission and everyone benefits. It is multiplayer
content, player competition and meaningful exploration
all at one go. Bravo! I just wish the enemies would
never respawn in the location but that heavy
instancing would go into the Guild Wars
territory.
Defiance is a free-to-play game and we all
know what that means. However, it hasn't been into my
face with it so far and at the time of writing there
is no paywall in sight. Most reviewers credit Defiance
as having one of the most benign F2P models out there,
with no actual content cuts for those playing the game
for free and lot of the purchase options being
cosmetic changes and XP boosters. I can't vouch for
all of that yet but I am going to keep playing. If I
also keep having this much fun, I am going to throw
some money their way just to show my support and get
myself a new hat.
In a post-holocaust setting having a cool hat is
really important.
22-Mar-2015:
This Sucks!
Whoah! Judging from the symptoms and my body
temperature, this springtime flu is trying to turn
into a full-on bout of segmental pneumonia. I really
don't want to go to the doctor with it because they'll
just prescribe me more antibiotics. I guess there is
nothing anyone can do about the root cause, the scar
tissue in my lung but fuck it all! I am getting really
frustrated because I was healthy, got plenty of
well-balanced exercise, felt good about my diet (could
have lost some more weight though, but then again, I
was definitely building up muscle) and SMACK! Sore
throat on Tuesday, full-on flu on Wednesday and now I
am struggling to breathe with a fever of 39 degrees or
thereabouts. There is just no way to win, is there? I
had to cancel an important meeting over this and while
it was the right thing to do, I feel like damaged
goods.
At least the weather was nice last week and we were
treated to both northern lights and an 80% solar
eclipse over the capital area. Could be warmer,
though.
Käärmetanssija stands at 340K characters. This
is twice the minimum length of a novel and within 100K
of the total length of The Hollow Pilgrim.
Writing has been going so well it now looks like the
alpha script would be complete before Summer. My test
readers have been eating it up and like what they see
but it lacks a publisher and I still haven't decided
whether it actually needs one. Getting it to the
stores and all would be cool but Vanha Koira
didn't exactly fly off the shelves back in 2004, not
even with Helsingin Sanomat's glowing review.
If somebody wants to talk to me about publishing it,
I'm listening and open to suggestions. Thankfully,
those are decisions I don't have to make just yet.
Somehow, I must badger Petri to do me a fitting cover
image on the cheap.
Funnily, I am not sure I would have had the
self-esteem and impetus to write it if it wasn't for
that god-awful fantasy novel I bought from its hapless
author at Helsingin Kirjamessut last year. Amateur
authors (well, are there any other kind in speculative
fiction?) often regard their own work in the worst
possible light but after reading that novel, my first
reaction was obviously "WTF is this shit?". And the
second reaction was the realization that even if I
wrote my novel by banging my head against the
keyboard, I'd still do better. I've never attempted
anything like Käärmetanssija before, with its
more complex plot, emotion-driven character
development, non-aversion to touchy-feely crap and
really, really deep setting exposition. It is very
comforting to know that even if it all went to hell,
it still won't be the worst Finnish fantasy novel out
there.
Writing Käärmetanssija has also been an
excellent substitute for playing games lately and I've
been able to just power through any writer's blocks
(from now on this will be my tactic for dealing with
them). I don't need to return to Skyrim for a fix of
escapism when I can just drop into Jaconia and see
what my protagonist is up to today. There have been
couple of exceptions, though. Firstly, the superb Hand
Of Fate, which has also been very inspirational
regarding the still very hypothetical Praedor The
Videogame... but I digress. Check out the
trailer:
Yes, it is a digital CCG with third-person action
scenes and I love it. If it had a setting I could
adventure in, instead of my deck being the only
persistent element, I'd love it even more but hey,
that's where Praedor The VG can come in.
I also began playing Legends of Grimrock 2.
I've had it on Steam since it came out but this is the
first time I've actually played it. It is really good
but I just wish it also had a Might & Magic X:
Legacy -style setting to it. Right now it is a
collection of puzzles and dungeons (open-air and
enclosed). Nothing wrong with that but some backstory
or a city to explore would enrich the experience quite
a bit for me. Right now it sometimes feels like a
fantasy version of Portal, except that GladOs
is just dropping me letters to find instead of talking
to me with her sexy, sexy voice.
My discourse materials about R.E. Howard and
Conan the Barbarian are done and yes, they
include a section on Heinrich Himmler. Now, all I need
are A) my voice and B) some audience to present it to!
Yeah, it sucks to be sick. Really. And the rasping
noises I hear from my lungs when breathing out are
driving me crazy! It's fluids churning in the lungs,
bubbling as they are pushed into the thinner tubes and
then air is forced through them. I can hear them loud
and clear, especially when lying down. I can't sleep,
I feel like coughing all the time just to clear it
away and it is driving me nuts!
P.S.
Morning update: Ever feel like you'd like to dig your
lungs open with a spoon? That's me, this morning, with
38 flat on the thermometer.
11-Mar-2015:
Woe on Middle-Earth
I've said that "J.R.R. Tolkien taught me to love
fantasy literature but R.E. Howard taught me
everything I know about it". While most critics love
to highlight their differences, there are actually
quite a bit of similarities as well. Had Howard not
killed himself, they would have been contemporaries
during Tolkien's most active period. That would have
been interesting. But I'll save the details on that
for a discourse on Conan that I want to give to one of
my friends who has not yet seen Conan The
Barbarian (1982). And as everybody knows, no one
is to be taken seriously on anything, unless they have
seen the original Conan The Barbarian. Whether
they love it or hate it doesn't really matter.
I am a big fan of The One Ring RPG, despite
having never played it and not really trusting its
system. As a result, I am collecting all TORRPG stuff
I can lay my hands and the mail service just delivered
Rivendell. While named after the home of
Elrond, it is really a world supplement about the
eastern half of Eriador, the land west of Misty
Mountains. What first drew me to TORRPG in the first
place was its vivid depiction of Rhovanion, the lands
east of the mountains, presenting many interesting
sites, ruins, cultures and habitats both large and
(mostly) small. This is the default setting and it
works because it managed to overturn many of my
concerns about Middle-Earth was an RPG setting. In
short, it managed to convey the impression that shit
was happening. That you can go out there, do stuff and
somebody gives a damn.
Rivendell brought the old problems crashing
back. If Rhovanion is like North Europe during the
early Iron Age, the eastern half of Eriador is a
fantasy setting where a neutron bomb has gone off.
While the supplement makes an occasional mention that
no settlements bigger than a fortified farmstead or a
small hamlet exist between Bree and Rivendell, the
actual region descriptions emphasize that "no one
lives here", or "men abandoned this place long ago and
now only wolves remain", or that "only the stones
still remember the elves" and so forth. In fact, the
only other settlement on the map is Bree and you have
to go as far south as Dunland to find anybody else.
They do pull the hill-men of Rhudaur out of their
asses at some point but fail to provide even the
simplest picture of how or where these human servants
of the Witch-King of Angar live. Sure, I'm guessing
Rhudaur but that's about it. Apparently they are now
also converging on Carn Dûm, all three of them. They
are not given as a possible player culture, nor are
the Dunmen, the Bree-folk and whoever else is left.
Just the rangers and the High Elves.
Don't get me wrong: Rivendell is a
beautifully written, edited and illustrated supplement
that tugs the heartstrings of a Tolkien fan such as my
self. But it is a fucking train wreck as a roleplaying
game setting. Yes, the Dunedain rangers are out there
keeping the north safe from orcs and monsters. But
"that north" is completely empty and apparently no one
is using the roads either, so why bother? And while
Bree and Bree-land are prominently marked on the map,
there is no description of Bree in
the whole fucking book! I know that by the end
of the Third Age the Middle-Earth is supposed to be in
dire straits but this is ridiculous! It already
bothered me in Lord of the Rings that all the
maps were basically expanses of white with some
mountains thrown around the edges. Why don't they just
let Sauron have it since he really wouldn't be
bothering anyone? The only way the depictions in this
supplement make any sense if there is another
supplement in the works that covers Bree, Shire and
the western half of Eriador. And somebody actually
lives there and gives a damn about the rest.
I am not regretting my purchase but after reading
this book my imaginary adventurer goes straight back
to Rhovanion. I think Eriador was supposed to be
civilized and Rhovanion the "Wilderlands" but at least
in TORRPG, they've got it the other way around.