29-Aug-2004: Things are shaping out
well
Just finished the combat system for
Stalker. It is slighlty smaller than that of Praedor and
gamemaster has a lot of influence over it, especially
when making defensive moves in a firefight. It will
probably get blasted by critics but such is the fate of
firefight rules everywhere.
Outside Burger Games, little birds of
majatalo.org tell me that there is a space opera game in
the making, with at least decent production quality. Two
established publishers have or are about to release
roleplaying games, the definite Kalevala setting book
Roudan Maa is out and Arkkikivi.Net is doing its best to
translate non-conventional RPGs, some them reputedly
ingenious, into Finnish. The Finnish RPG writing scene
has come back from the dead. I don't know if I really had
any big part in making that happen, but I like to think
so.
I am feeling sad. True, I set up Burger
Games to inspire others to make this happen, but it was
so nice and easy to gain fame and glory by writing RPGs
when there was virtually no competition. Now... well, I
might be a decent gamemaster, but I doubt if I am the
best game writer out there. I am no longer The Fool who
writes his own games. We have a Festival of Fools and I
am one among the many.
Looking past Stalker gets ever more
difficult. I have contemplated on starting a magazine for
the Finnish RPGs, doing a dedicated Roudan Maa version of
Praedor (I asked Wille about this and he went off like
fireworks, I'll wait for him to land), doing a bit of
work on a science fiction idea I have, writing a new
version of Miekkamies or turning Burger Games into a book
publishing label (hardly). And there is, of course, the
option of closing the door and turning off the lights. I
am now working on games full-time. Maybe it would be good
for me to find a non-game hobby.
No, you can't tell what I am going to do
by this entry alone. Maybe the old cycle with start
again: fooling around for a couple years; getting struck
by an inspiration, writing a game regardless of its
chances in the market and then when it is half-way
finished, contemplating future here at the blog, finding
it difficult to believe you would ever make a game again.
23-Aug-2004: In-game Fiction
It is crap in most RPGs and it seems that
mine is no exception.
< clumsy piece of fiction deleted >
22-Aug-2004: I Have Returned
...although you probably never noticed I
was away. I was in London for five days, which is the
full extent of my summer vacation this year. I like
London. It is hideously expensive, but big enough to have
all kinds of interesting stuff there. I bought a hooded
jacket, like those used by rappers, and I am thinking of
getting a picture taken where I am wearing it and hold
out my hands in that rheumatic pose that all rap singers
do in their videos.Yo! Respect!
I saw magic mushrooms being sold at
Camden but was not tempted. I saw some more magic
mushrooms being sold at Camden and was tempted. I also
got a couple of flyers for tattoo/piercing joints and
decadent rock clubs, but unfortunately chickened out on
the first and did not have time for the latter. Actually,
I'd like to get a tattoo now that I am old enough to
dodge accusations of teen-age rebellion.
Everything in London is expensive, but on
the other hand, with such a vast customer base their
second-hand goods selection is something beyond my
wildest dreams. And four quid for C&C: Renegade
wasn't bad, and I haven't even seen Soldiers of Anarchy
being sold in stores over here. Besides, subway wall ads
for Max Payne 2 were cool to look at. Games are my
reality.
But now I am back in this small country
on the edge of the world. And I have some bad news for
you:
Praedor-novel will miss its September
deadline and most likely Helsingin Kirjamessut in October
as well. It is now targeted for Christmas sales, which
may or may not be a good thing. Personally, I am
devastated. I was so looking forward to the publication
that having it delayed by a whole season feels like the
end of the world for me. But the world did not end. There
is still a work day tomorrow.
14-Aug-2004: I, Demosthenes
First it was suggested I give a
presentation on mobile game design at Assembly'05. Now it
has been suggested that I give a presentation on
storytelling in mobile games at Mobile GDC in United
States next March. I bet five euros that someone asks me
to give a speech about something at Helsingin
Kirjamessut. Sadly, nobody wants to hear about
roleplaying games. Or Stalker. Anyway, getting to do a
presentation at GDC means a trip to the United States.
While I am an old badger who does not like leaving his
cave, I would like to see at least some part of the
'States before retirement.
Speaking of Stalker: In truth, if I began
working Stalker right now, I would be tempted to make it
a supplement to Joutomaa. Anything deriving part of its
inspiration from Raid can't be all bad. Tempted, yes.
Probably I would not because I like tampering with game
systems, but I already think Joutomaa game system,
whatever it is, could easily be a viable alternative to
the (probably) heavier Praedor-derived system I have in
mind.
I am going to playtest the Stalker system
soon. Another cruise to Stockholm is coming up and I
promised participants another session of Operation:
Half-Life, but I hope to get the Stalker system playable
so that we can use it instead of O:HL (which in itself is
a prototype of Stalker). The name of the adventure is
"Return to Black Mesa". Two years have passed
since the Black Mesa disaster. The nuclear explosion
destroyed surface structures and collapsed much of the
installation, but the facility is vast. Pockets of
underground tunnels, laboratories and store rooms remain,
filled with objects and data the Man-In-Black does not
want anyone to get their hands on.
However, different corporations and arms
of US government and military have been recruiting
specialist teams. Using Las Vegas as their base, they
dash over the desert to insert the teams in ventilation
shafts, exposed elevator pipes or just cracks in the
ground, in the hopes that they find something. And so our
merry bunch of adventurers with mercenaries (fighters),
security specialists (thieves) and researchers (mages and
healers) descend into monster-infested corridors in
search of treasure and classified data (magical
scrolls)... oh wait, have I heard this before? Oh how I
love the idea of a science fiction dungeon romp.
You can do that in Stalker too but it is
not the point of the game. Stalker is about a dystopian
society and how it breaks down around the zones. It is
about new species, microecosystems and human communes no
longer bound by our laws or views. Finally about the
zones themselves, about travelling outside this world in
more ways than one.
10-Aug-2004: Piece of Crap
I've had it with this piece of crap
called Doom III! I am not playing it a second a longer!
If this is the future of computer games I am glad I am in
the mobile business where the hardware is still years
away from allowing such idiocies! Doom III is the most
obnoxious, over-hyped piece of bloatware I've ever come
across, and it is the first FPS I am not going to finish
after I started. Not even by cheating! I don't care what
the story is! I don't care what happens to the character!
When I can't identify with an FPS or third-person-shooter
character, you know the game is crap. Far Cry buried this
turd long before it came out and Half Life 2 will bury it
over the next few months. Unfortunately the name
"Doom" will ensure ID good sales. My only hope
is that enraged Doom I & II players tear the
developers apart at next convention. Oh yes, some
computer games do stimulate violent behaviour if they are
bad enough. Although I have a principle of buying the
games I play pirate copies of, I am not going to buy this
one unless I am given a 50% discount of the box and a
chainsaw for chopping it to pieces.
So what's wrong with Doom III? It has
beautiful graphics, but I can't see them because the
playfields are so dark (to hide the fact that the engine
dies trying to show anything beyond 30 metres). Monsters
attack mostly by surprise at a point-blank range (this
what they call suspense). I've seen BB guns that do more
damage than some of the firearms here and my home
flashlight is way superior to the 2700AD military issue.
There aren't very many monsters, and they are all dull
grey in colour, in a mostly dull grey environment. I
don't know what the framerate is, because of the
disco-style lighting making everything look like 1 FPS
when the lights go and off. The non-windable audio
recordings in the PDA are a drag and the plot is a
Judeo-Christian mod of Half-Life, a MUCH better game.
Ten years, hundreds of man-years,
millions of dollars and a license to kill for, and all
they could come up with was THIS? Come on ID! Far Cry
buried this turd long before you squeezed it out, and
Half-Life 2 does not have to be much of a game to bury it
again in just a few months. Go play the original Doom and
try to learn something! Like the joy of blasting 5
zombies to hell at once with a sawn-off!
Whew! That concludes our view into the
electronic gaming for today.
On a better note, I got some more
information on Joutomaa from Markus Montola. Joutomaa is
a roleplaying game about modern-day Finland and on being
Finnish, portrayed in the not-so-noble spirit spirit of
Kaurismaki movies, Levottomat, Häjyt, or Raid (the last
one does it; I'm definitely buying this game). Juhana
also intends to give more than 100 pages of gamemastering
instructions on how to roleplay Joutomaa, but thinks the
instructions are applicable for all roleplaying. I don't
believe him, but we'll just have to wait and see. Finnish
roleplaying is moving from speculative fiction to social
criticism.
With Johnny Kniga behind Myrskyn Aika and
Like behind Joutomaa, Burger Games remains the only
Finnish indie RPG publisher.
Final note: Go see the new Harry Potter
movie. I liked it a lot.
7-Aug-2004: Assembly is Over
For me, that is. The action continues
into Sunday evening, but the seminars are over so I am
not going. It was an astonishing event with awesome
sights, sounds and speakers. Farbrausch with their
.kkrieger game and Werkzeug tool really made my jaw drop
on Friday, and today I lost it again watching the winning
4Kb demos. 4 kilobytes, 4 measly, constricted kilobytes,
and they can do really cool music with 3D scenes
generated from the music or walking mechas! Geniouses,
the whole lot and no one was talking about game theory.
Not even the Air Buccaneers guy from Ludocraft (a game
development institution for the University of Oulu). I
wish the RPG scene had the same kind of attitude.
I also talked to a lot of people there,
friends and strangers. After listening my glowing account
of the seminars, a friend of mine suggested I give a
seminar about mobile game design at Assembly'05. I
responded that I might not be a guru enough to do that,
but we'll see. I already know a lot of stuff I (and my
employers) would like to communicate to prospective game
developers and by this time next year I will have
one-and-a-half years of work experience and 10+ designs
under my belt. It might be enough to validate me as a
speaker. We'll talk about the guru part again after 10+
years.
Well, so much for Assembly. Now it is
back to the roleplaying games.
With mixed feelings I announce to the
world that Juhana Petterson is writing an RPG called
"Joutomaa" for Like publishing. That is a good
thing. Now for the bad: I know nothing about Joutomaa.
NOTHING. Not even the genre. But a person much closer to
the game theorist circles than I am commented on his blog
that he chatted with Juhana at Ropecon. Here is a direct
quote from his blog:
"His game is going to include
huge sections on how role-playing should actually be
done."
Well, well, well. I certainly hope this
isn't as bad as it sounds.
In my mind, it is perfectly acceptable to
give instructions on how roleplaying should be done in
any specific roleplaying game or setting, especially if
that instruction comes from the author himself. I hope
this is the case. But if someone suggests that there is a
single superior form, method or approach to roleplaying
that should be forced upon the entire scene, I will pull
the trigger. Let's all hope it was just bad wording on
the blogkeeper's part.
6-Aug-2004: Shameless Advert
My employer bought me a ticket to
Assembly and even allows me to count the hours spent
there as working time. I have only had one run-in with
Assembly before, back in 1995 when both Assembly and
Ropecon were at Messukeskus. Now Assembly is at Hartwall
Areena and I've never seen anything like it. The arena
filled with computers is an awesome sight and even the
music isn't too loud (Assembly veterans recommended that
I buy earplugs, but either my hearing has already gone
bad or Assembly has turned down the volume from earlier
years). I don't understand what they are doing at Areena
and why they have bothered to drag all that heavy
equipment with them, but I am glad they did it and sad
that I don't keep a camera with me.
What I (and my employer) am interested in
are the seminars. Yesterday we went to see "Best of
64Kb Demos" and woohoo! They were astounding! We
also listened to a presentation on 3D acceleration for
mobile phones, which is not as dumb as it might seem,
since it would enable mobile vector graphics games (see
Another World for Amiga 500 for what can be achieved
using vector graphics in a 2D game). I am for any and all
improvements to mobile hardware that would make them
better game platforms, because that means more freedom
and options for me as a mobile games designer. I guess if
you are into computers and stuff, Assembly is something
you should visit at least once. I like the seminars, a
lot of people seem to like the huge LAN party on Areena
floor and the sales booths for Coolputer and other
companies are also quite cool.
Now for the shameless advert I promised:
I am working for Sumea Interactive (now
part of Digital
Chocolate). It is the leading European mobile game
developer/publisher and with Digital Chocolate on board
that may become true for the entire world. Sumea is
recruiting, so if you live in Finland and ever wanted be
in the games industry, this is your chance. We are
looking for a variety of types and the official wishlist
is here:
http://www.sumea.com/jobs.html
Those of you with experience of the field
already know that wishlist is just that: a bunch of
wishes. You can get recruited even if you don't meet all
of them. Nobody has prior experience from mobile games so
what counts here is interest. It translates into
willingness to learn new things and apply them in
practise.
You might be asking yourselves why am I
so excited about Sumea as to provide free advertising
space for it? Do I get a recruitment fee? Nope. But I am
one of those who have always dreamed of working in the
industry and I know there must be more. I sometimes get
to chat with people who lament that they want to get into
games business but can't find the opportunity or opening
to do so. The opening is right here and I am
communicating it to you so that I never again have to
feel frustrated when someone with superior technical and
IT skills says he envies me.
So what it is like to work for the games
industry?
Well, no job is all fun and games (pun
intended). Some tasks are more interesting than others
and a program is a program is a program as far as the
programmers are concerned. What is cool here, and
actually an improvement over computer game industry, is
that we really get stuff done. Where as computer and
console game developers work on a project for years,
production cycles in mobile games are just a few months
long. It is an incredible feeling to get a game done and
have it shipped out and marketed all over the world. I
started in March and have three games out already. With
computer or console games the release date would still be
a couple of years away.
If I got to decide what kind of games
Sumea would make or I got to work on, the product
portfolio would be quite a bit narrower. Fortunately I am
just one voice out of many and working with genres I have
previously disdained expands my mind with new concepts,
perspectives and understanding of what makes gamers tick.
It is important to realize that the audiences of
console/PC and mobile games are different. There is some
overlap, but less than most people would think. In
console and PC games, you stop whatever you were doing to
play the game. Playing the game is the objective of your
leisure time allocation.
Mobile games are time-killers. You don't
stop what you were doing just for the sake of playing a
mobile game (ok, Mafia Wars excepted). Mobile games are
played to alleviate the boredom of waiting for the buss
to arrive. Or when sitting in the train. Or during a
recess at school. It is all well and good to make
absorbing games and have huge game ideas (my pet fault)
but the above imposes restrictions on game complexity,
learning curve, how easily you can start and stop playing
the game, the length of multiplayer sessions and so
forth. In essence, mobile games must be easily started
and stopped, instantly learned, work well in a small
screen and with awkward controls and must not rely on you
as a player to remembering anything of the last game
session you had. That does not mean that there could not
be continuity, but the structure and progression of the
game must be clear and straightforward. Furthermore,
without the technological arms race that plagues PC
gaming, we mobile games people actually have to think
what we are doing.
In short, working for mobile games
industry is fucking great! Join up!
5-Aug-2004: Out of the Box
Sorry for a somewhat messed up entry. It
is late in the night, I am thinking about a hundred
things and this entry was more motivated by the need to
write, rather than of having anything worth announcing.
It is like chatting with someone; although poor on
response, I get to chat with all of you who are reading
this.
Events in my circle of friends made me
think about the essence of blogging and the styles and
motives people have. Uncharacteristically, it was not me
who triggered the events: in fact, they have nothing
whatsoever to do with me. The question why people write
blogs is best left to psychiatrists, but to my experience
there are three distinct styles. One is the diary style
where the blog author is essentially keeping a diary open
for public access (which often leads to conflict as
people tend to write sensitive stuff in their diaries).
Then there are freelancing columnists, like me. My blog
is both an announcement board and a column, written with
full awareness that it is a public media. Although I am
not adverse to pissing people off, I don't write about
deeply personal issues, or stuff that could harm my
interests (like criticising my employer or confessing
that I have fetish for tracked vehicles). Finally there
are reporters, who choose a narrowly defined topic, such
as their experiences on ballet exercises, and stick to
that.
In truth, we all deviate from our chosen
style according to mood and events, but I believe that a
sincere attempt to maintain a certain approach or style
can be discerned in the writings of each and every
blogger. I can't imagine what the diary types are
thinking though; isn't privacy and private confessions to
a papery non-entity the whole point of keeping a diary?
Some twisted form of emotional exhibitionism, perhaps?
Stalker game mechanics run into a crisis
after another and it is mostly because of the boundaries
within my head. Despite being an advocate of
setting-specific game systems (as opposed to generic rule
systems), I started to write Stalker as a modern-day
reskin of Praedor, with essentially the same rules
system. Well, Praedor does not aim for realism. It aims
for recreating the look and feel of one particular genre:
pulp sword & sorcery. Stalker is not of that genre so
the obvious conclusion is that it can't work. For some
amazing reason it took me six months to figure this out.
The base mechanic of rolling a number of
dice decided by roll difficulty remains, as do the target
number range bands, attributes and so on. However,
firefights require a different set of values for the
combat system, and the desired firefight effects, deadly
as they are, call for a revised damage system, where
shock rolls (people fainting or dying after shooting
themselves in the foot) and bleeding play a bigger role.
This in turn alters the desired damage ranges, which in
turn alters something else... you get the picture. I have
to re-design a big chunk of the game system. Since I
detest the idea of having more rolls in the process, I am
contemplating dropping the hit locations, or doing away
with damage rolls with some alternative mechanism. But
that means I have to think outside the box created by the
popularity of Praedor's game mechanics.
28-Jul-2004: My exhibition sucks!
Someone might think it ridiculous to take
roleplaying and my performance as a gamemaster so
seriously, but roleplaying is my art (thanks, Lyn, I'll
make that my new slogan). My problem is that the current
exhibit sucks. I've built my reputation with massive,
narrative campaigns. Unfortunately campaigns like that
require an *idea*. Plot is malleable, responding to
character actions and player desires, but the *idea*
isn't. And if it does not hold, it takes everything else
down with it in a vicious cycle, starting with my own
motivation.
It is happening to my current Praedor
campaign. I am losing sight of the original story and
focus because I no longer find it interesting. That makes
it easy for other things, like work issues, to interfere
with the running of the game. I can't even hold on to my
own plans anymore, descriptions of events and locales
become hazy and careless, and I can't bring the NPCs into
life. Bad gamemastering, and it is all my fault.
Roleplaying is my art, but this exhibition sucks.
Players are tolerant. They'll settle even
for a mediocre game, or at least they did not threaten me
with violence today.
They should have.
26-Jul-2004: ...no fun but what we
make
Ropecon is over. Gone. Finished. Closed
down, cleaned up and locked away for the next year. I was
there, of course (and so were roughly 3300 other people,
if we have to get into details) and for me, Ropecon 2004
will go down as one the best Ropecons ever. I've rarely
had this much fun.
To all who come whining that Ropecon was
boring there was nothing for them to do, I can only say
this: There is no fun but what we make. Participate! Go
listen the speeches or play the games! Make a fool of
yourself at the boffer tournament field! Dance! If you go
into an event with 3300 people and just mope around
hoping that an angel descends from the sky and casts a
spell to make you happy, you are sorely mistaken.
I participated a LOT this year. I gave
two presentations and listened to several others. And
there was chatting with Wujick, meeting Markku Jalava and
Petri Hiltunen, hanging in the staff room with my ear to
the ground on latest rumours... By the way, warm
congratulations to a certain friend of mine and her
as-of-yet unnamed little daughter, who, after listening
the noise of Ropecon for a while, decided to come into
this world and see for herself what all the racket was
about. Unfortunately her plans were ruined when her
mother went to a hospital instead of giving birth in the
Ropecon staff room.
Ropecon openings have been short and
sweet for a while now, although the audience could still
use a lecture or a demonstration on the use of garbage
cans. Roudan Maa presentation by Wille Ruotsalainen was
great and I can only marvel at how he has not only
gleaned information from Finnish folklore, but also
processed it into playable form. That latter part can be
very difficult even with completely fictional settings.
Then there was "Introduction to
theories of roleplaying styles". Apart from the
muted voice and occasional stuttering of the two
presenters, it was fairly good and enlightening, even for
a non-theorist like me. However, I can only wonder why
anyone would bother to think about any of that stuff more
than five minutes. None of the theories really lead into
any conclusions or improvements, but were either
empirical descriptions of reality, or attempts to
establish a philosophical game system for real-life and
real-culture phenomena.
After this presentation, I feel that
roleplaying theories are a pseudoscientific discipline
justifying its existence by researching itself. Not
roleplaying, but the very theories themselves. This is
done by maintaining an intense but essentially fruitless
debate on the findings which leads into further rounds of
self-research which provide fuel for further discussions
that prompt further rounds of self-research and so on.
Like a rowboat with just one oar, but they keep rowing
faster. I sure hope they get a kick out of it.
Keltsu had decent pizzas. Bloody
expensive, though.
My Saturday began with a half-hearted
attempt to watch Dragonbane, but as ambitious as the
project is, somehow the presentation felt like like a
burst balloon. Come on guys, little enthusiasm on your
part would have rubbed off to the audience as well. After
quarter of an hour (and nearly losing consciousness), I
spotted eight people already snoring in the auditorium
and fled. Where is the fancy AV stuff? Where is the
red-hot soundtrack? Where is the sense that you guys are
talking about something really big and unique in the
history of Nordic live-action roleplaying and you are
proud to be part of it?
When the Dragonbane boys finally left the
auditorium it was my turn. Accustomed to Praedor drawing
in big crowds, having just 200 people in the audience to
hear about Stalker felt a little discouraging. Although I
have been commended on the presentation, I actually
botched it. I could not hold on to the structure of the
presentation and it fragmented and finally fell apart. If
any of the listeners are reading this, I offer my sincere
apologies for being so incoherent, and hope that you got
at least something out of it.
Saddened, although somewhat consoled by
the many questions I was asked, I then went to do a bit
of shopping and returned two hours later to hear Mike
Pohjola's "After Myrskyn Aika". Presentation
format was very cool. It was an interview, with Stenroos
asking sometimes quite sharp-edged questions about how
literary and roleplaying circles regarded the game or if
Mike felt like a misunderstood artist. It was a good
piece and definitely worth my while.
Wujicks speech was a big positive
surprise. I don't agree with everything he said but some
of the points he made were quite interesting and perhaps
even useful to me in my day job (which is designing games
for mobile phones). Top scores for that. On top of it
all, Americans are usually superb, if rather loud,
orators. I've often been surprised by the quality of
Ropecon's guests of honour and I did not know anything
about Wujick before this con. Except that he is the
author of Amber. Unfortunately, he also dissed the idea
of doing games based on someone else's IP and me, the
author of "Praedor" (IP by Petri Hiltunen) and
"Stalker" (IP by Boris Strugatsky) roleplaying
games felt pretty low.
Around this hour I noticed that
"Stone-With-Interest" had appeared on
Information Desk. It was a very friendly, if somewhat
heavy piece of igneous rock and I gave it a couple of
hugs. On Friday evening a certain Info Worker had offered
to give me a couple of hugs as part of the Information
Desk service (very good service indeed). Unfortunately I
am not a big fan of physical contact, but I do appreciate
the offer. Thank you.
My big moment in Ropecon turned out to be
the presentation I had offered as a filler to a cancelled
program slot. "Gamemaster's Jaconia" was an
intense experience. The room was packed, it was hot as
hell, AV gadgets were a pain in the ass, my mouth was dry
and my throat was sore... and boy, did get off the ground
or what! All this Praedor stuff I had in my head that was
not really something that you could spit out as part of a
game session, it just suddenly exploded out of my head!
That rocked! I rocked! I hope the audience felt it rocked
too and walked away feeling they really got something
from the presentation. Something new and useful for
planning their own Praedor adventures.
As for the rest of the night, I have only
heard nasty rumours about a certain piece of programme
Lacking confirmation I won't go over it here.
Sunday was my day off. Shopping (buying a
life-sized plastic skull piggy bank), watching boffer
tournament, chatting with my younger cousin and taking a
peek at Risto's "Gamemastering School, part
II". It got too hot for me to say there, but it
seemed like a good piece of work. The powerpoint slides
are in the web somewhere (he gave me the URL but it is in
my workplace computer). Unfortunately I did not get
Golden Dragon this time either and there are probably
still a couple of people in front of me.
Ropecon 2007 at the earliest, I fear.
That was my Con. I had a lot of fun,
which was good, and blew my diet, which was bad. I am
still trying to recover from the latter.
18-Jul-2004: Reading Astra
Last week I bought Astra: Roolipeli
kauhun takaa (transl. Astra, RPG from beyond horror). It
is a horror RPG from Nordic the Incurable, the pioneer of
early Finnish pen&paper RPG industry and according to
the box it was published in 1991. Wait a minute... that
is 13 years ago! Sheesh, I am old! Anyway, it is a boxed
set like most Ace Games releases of the time tended to
be, but the game core is a 100-page rulebook with colour
covers and line-art interior. Old timers like me probably
recognize the style of illustration from Claymore
magazines.
Like most Finnish game releases of the
day (Miekkamies in 1994 was no exception) the production
value is low. Illustrations are scarce, disorganized and
simplistic. The 100-page rulebook does not really give a
setting to chew on, just rules and a brief introduction
into Mirnaphado Mythos that forms the basis of the game's
supernatural elements and monsters. Many have commented
this game Cthulhu Lite. In my personal opinion the
atmosphere of the game is markedly different. Besides
horror, there is also defiance. The game presents
fighting the monsters as an option: something which would
be suicidal in Call of Cthulhu.
I picked up Astra for two reasons:
firstly I'd like to own all the major Finnish RPG
releases before they are lost to the mists of time, and
secondly because I am writing something of a horror game
myself. Although I label Stalker as a science fiction
game, in many instances it plays like a horror game and
could actually be called a hybrid of the two genres.
Nothing wrong with that.
Stalker is a strong brand but that brand
also carries some problems. The Finnish copyright law
says it is legally possible to do a derivative work based
on the literary work of another without the permission of
the author (read: according to that I wouldn't have
needed to ask Boris Strugatsky's permissions for Stalker
RPG), I do perceive moral problems, public relations
problems and possibly legal problems with the legal
systems of some other countries in doing so. I avoided
them with the author's permission for the rulebook, but
what if I want to expand the product line?
I am not good at writing supplements.
There is some kind of a mental block that makes me resist
the idea, as all of you who have followed my struggle to
get something new done for Praedor must have noticed.
When a game is done, it is done. The inspiration has been
poured onto the paper and shipped forward into the
(hopefully) waiting arms of the consumer. The idea has
left my head. It is no longer there. Although I come up
with new stuff for Praedor all the time, I feel no need
to share it with public. After all, you all have your own
ideas of the setting and whose to say my ideas are better
than yours? I amazed myself by writing a Praedor novel;
but then again, a novel is a different and a far more
limited view of the setting than the same page count of
supplemental material would be.
Stalker is going to be a great game and
I've received so many questions, comments and suggestions
for it that I honestly believe that I might get the whole
print run of 200 games sold within a year of the release.
Perhaps some libraries will be interested in it as well,
if I already have a little name for writing the novel
(provided that Jalava changes the order of author names
in the book cover). But what then? Even if I wanted to, I
could not make any further commercial releases to the
brand without consulting Boris Strugatsky again. That is
going to get awkward. Either Stalker remains one of the
kind product without even theoretical follow-up books...
or the first supplement, if any, is an alternate setting
for the game, one that can be expanded, tweaked and taken
apart at will.
I might actually do it. I have a setting
idea I was going to use in a PDF release and it
translates neatly into a 100-page book. More importantly,
it would be completely mine to trash, smash, tweak and
squeeze. Or write novels about. Supplements don't sell,
not even by my standards, but who knows... maybe I'll do
it anyway.
14-Jul-2004: Little Piece of Bone
I've just got an injury penalty of +1D to
all physical and mental tasks. I went to the dentist to
have an infected piece of bone dug out of my upper jaw.
Short operation but not exactly painless. Ouch. If
something as small as this is enough to make me squirm, I
can only imagine what a sword blow feels like. Maybe the
most realistic combat system is one where nobody can do
anything...
Roudan Maa now has now a web
discussion forum nnd I was delighted to find conversion
rules for Praedor under
"Pöytäpelisäännöt". Written by none other
than Wille Ruotsalainen, the author of Roudan Maa
himself! I am honoured.
Unfortunately there are no magic rules
yet, but let's be patient about it. I don't know anything
about the sales of Roudan Maa but I hope it will do good,
especially with Ropecon coming up.
It is an appalling injustice that the
publication of Roudan Maa does not get more attention in
mainstream media. I think that from the viewpoint of
culture and scene identity, Roudan Maa is the most
significant Finnish RPG release to date. And no, it won't
be eclipsed by Stalker or the franchise we are building
around Praedor. I just wish the production quality of
Roudan Maa was better (read: more money, more
illustrations and more pages), but this is a start. Maybe
there will be future editions that are thicker and more
lavishly illustrated.
By the way, did you know that an official
Stalker soundtrack exists? The movie "Stalker"
directed by Tarkovsky is the official Stalker movie on
many levels, not least because the script was written by
Strugatskis themselves. Music for the film, mostly
strange electronic ambient by then all-new synthesizers
(but without the teensy whining typical of Western synth
music), was composed by Eduard Artemyev. He has recently
released a record called "Solaris, The Mirror,
Stalker" with music pieces from all three films and
a composition honouring the late film director Tarkovsky.
Excellent tunes and aurial backgrounds for your Stalker
game sessions.
In a related story, the Ukrainian game
developer GSC is also planning to release the soundtrack
of their upcoming S.T.A.L.K.E.R -shooter game on CD.
Whatever we think of the game (and I think it will be a
great game and will get it when it comes; it is just the
name I am uncomfortable with), the music playing on the
background of game trailers is nothing short of awesome.
It won't be "official Stalker" like the
Artemyev CD or my roleplaying game, but nevertheless
highly recommended.
9-Jul-2004: Ropecon'04
I have been to every Ropecon, from 1994 to
this one. I have never paid my way in. In the first two
Ropecons I was a GM, then I was a worker and finally a
member of Conitea in 1997, 1998 and 2000. From then on I
have been part of the programme, giving presentations on
my games and games publishing in general. This year is no
exception. Sudden cancellations opened up another slot
for me, so "Gamemaster's Jaconia" will take
place. Just check the Ropecon website for Saturday's
programme.
So, what will I do at 'Con this year?
Friday
15:00 Showing up,
probably with a car and a younger cousin.
17:00 Opening ceremony. Never missed
that one.
19:00 Wille Ruotsalainen gives a
presentation on Roudan Maa, the hottest item in the
Finnish scene this year.
21:00 Bored to death at
"Introduction to Taxonomic RPG Theories"
22:00 Fled the earlier presentation and
barged in on another, "Secrets of Gamemastering by
Nikodemus Siivola", which has gone on for an hour
already.
23:00 Hanging around, eating, heading
back home at some point.
Saturday
10:30 Showing up too
late to catch the whole Dragonbane piece.
11:45 Throwing the Dragonbane people out
of the auditorium.
12:00 Stalker-presentation by yours
truly
14:00 Socialising, dodging LARPers,
getting lynched by Finnish game theorists.
16:00 Mike Pohjola's Myrskyn Aika
presentation from start to finish.
18:00 "Basics of World
Creation" by the guys who did the EAD live-action
game.
20:00 "Gamemaster's
Jaconia" by yours truly.
22:00 Hanging around, socialising,
laughing at Speculative Games.
23:00 Heading home, unless something
really interesting happens.
Sunday
11:00 Showing up.
Feeling numb. Asking if the Troubleshooters have larped a
tank again or if there were orgies in the ladies' toilet.
12:00 "Gamemastering School, part
II" by Risto Ravela. I always enjoy these.
14:00 "Ancient Finnish
Religions", in case I experience a shamanistic
awakening.
16:00 Trying to sit through "Beyond
Role and Play".
17:00 Failed. Went to have lunch.
18:00 Closing ceremonies
20:00 Heading home, sad but satisfied.
That's about it. What are YOU going to
do?
By the way, the earlier URL to the art
gallery of Jani Hämäläinen was outdated. The current
URL is
http://elfwood.lysator.liu.se/art/j/a/janihoo2/janihoo2.html
Check it out. I am using his illustrations in the Stalker
presentation. They are too cartoony for the final
publication, but I still like them a lot.
7-Jul-2004: Minor Update
The problem with a blog is that you have
to come up with something interesting to write every once
in a while. I thought about ranting against game theorist
dogmas or Mike's Nordic Tradition of Roleplaying, but
dropped the idea after it was pointed out to me that I
was the only one taking them seriously. A bad case of
imaginative mind combined with a poor sense of humor. One
of my more typical shortcomings.
There is not much point in writing about
Stalker either, as you are all about to get a
presentation of it at Ropecon. Well, the latest Stalker
news is that the character creation 3.0 is moving forward
after I dropped all character classes and
profession-based nonsense. Stalker character classes...
damn, what was I thinking?
I thought up another programme item for
Ropecon called "Gamemaster's Jaconia", where I
would have explained how I deal with the many locations
and cultures of Jaconia in my campaigns and what kind
special locales and other cool stuff I have placed in
different parts of the world. Unfortunately the Ropecon
programme table is already full, so no dice this year. Of
course, buy me a cola at Keltsu and I might talk about
them to you.
Ahh, Ropecon is coming. Home at last.
Although most the gamers are too young, immersionist,
gamist, serious, casual, eager, lazy, whatever, to my
liking, Ropecon is my ideological home. It is my annual
Haj, the pilgrimage to Mecca. And what do I do there?
Nothing much. Hang around. Listen to some presentations
(Mike's Myrskyn Aika presentation is going to be an
interesting one), check out all sorts of weird stuff at
Kauppamaja, and talk to people. Soak up the atmosphere,
recharge my creative batteries, that kind of stuff.
Unfortunately, I am also aware of the trouble organisers
go through to make it happen. Looking at the
smooth-running event and calm professionalism of the
on-site organisers, you would not believe the chaos that
spawned it.
Some of you might still remember that I
also design games for living. Right now I am caught in a
limbo between projects that have been launched and are
well underway, and crises that are constantly about to
happen but never do. I am on four projects and still have
time to spare. I've been using it to come up and write
down new game ideas. I can't tell you what they are, but
the design process is a shotgun fired at the management.
You fire a buckshot and some of the pellets actually
penetrate. Unfortunately they have a principle of
accepting only one idea out of ten for production. I
can't claim that all my ideas are that good, but still I
think that a lot of good ideas, from me and others, get
dropped.
Praedor is the first and foremost fantasy
brand in Finland. What other Finnish fantasy setting can
boast with three comic book albums, a roleplaying game, a
novel and a t-shirt? I hope you will like the novel
because success would get me another publishing contract.
I am already fleshing out a story called "City of
Bones". Another concept infesting my mind is a war
game of the civil war of Jaconia, the apocalyptic battle
between Sorcerer Kings and the allied forces of the
Wizard's Council and the Mortal Lords. I would just make
the rules; all figurines would have to be adapted from
existing product lines by other companies. There are
hundreds of Warhammer figurine product lines. Some of
them must be applicable.
3-Jul-2004: Immaterial Property
Imagine there is something that everybody
has been doing since year one. Then a bunch of
intelligentsia come up with a fancy name for it and
claims it as theirs. Instead of walking, we have George's
Walking, or eating gets replaced by Tannenberg School
Tradition of Ingesting Nutrients. Then they can be proud
that anyone with an inkling of sense is doing "their
thing" instead of crawling on their stomachs or
starving to death. Does that seem right to you? Didn't
think so.
But enough of the Finnish RPG scene.
My extensive network of spies just
reported to my horror that some libraries have listed my
upcoming book as the work of Petri Hiltunen. This is
probably because the pre-release announcement by Jalava
says "Petri Hiltunen & Ville Vuorela: Praedor
-Aricin miekka". Petri and I have agreed that the
names should be in opposite order, so that lists complied
by clueless libraries would list it as my work. I also
hope to get the misleading working title changed, but
that is not as important as the names. If the book goes
down in history as Petri's work and not mine, I will go
ballistic. It would be like claiming that every piece of
AD&D inspired fiction ever was written by Dave
Arneson.
I've ordered two games via mail. One is
MERC:2000, a mercenary supplement to Twilight:2000. I've
been considering a cyberpunk mercenary campaign for years
(Badlands) and would like to see how such controversial
topic has been handled before. Another purchase is Price
of Freedom, a game from the 80'ies where the Soviets have
invaded United States. I've been playing a PC game called
Freedom Fighters where you fight against the Soviet
occupation of Manhattan, and decided to take a look at
Price of Freedom upon stumbling into it at Amazon.com.
Worth a laugh, if nothing more.
26-Jun-2004: Emptiness
Midsummer's Day, partially overcast, dry,
reasonably warm. Now that my excitement for having
finished the book has subsided, I feel empty and
melancholy. No ideas, no inspiration. The voices in my
head are silent, the sceneries in my mind play out as if
in slow motion and show only desolate plains and
featureless skies. I feel like I have an obligation to
write something but no inspiration for doing so. At the
moment, I couldn't care less about Stalker.
It will pass. I've completed a number of
game books in my life and know it just takes a while for
the train to get up to speed again. I will sink my teeth
into Stalker in a week or two, and probably re-write the
whole character generation system. What in the world made
me write a class-based character creation system for a
modern-day game? Was I drunk or something?
About the Ropecon presentation: The game
begins with a 30-page introduction into the world of
Stalker. This introduction will be the basis of my
presentation and I will be using a PDF-file of it. There
has been no decision on who will illustrate Stalker and
what the graphical style will be like, but Jani
Hämäläinen has kindly drawn a handful of
Stalker-related illustrations on the promise I buy him a
beer at Ropecon. They were meant for a Stalker adventure
and are probably too light and cartoony for the actual
rulebook, but I like them. Since the adventure won't be
ready by Ropecon, I used them as temporary illustrations
to liven up the PDF screens. You'll see them there.
P.S.
Note to myself (but it doesn't hurt to
share this gem of wisdom with you): Update your opinion
on people every once in a while. Times change, they
change and most importantly, you change.
24-Jun-2004: Book closed!
Today was the deadline for the Praedor
novel, and yes, I made it. Actually I could have declared
it final much earlier, but since I had almost a month
left I used it by submitting it to different editors (one
of whom insists on being called something less formal,
like a test reader, but don't let that fool you: she is
an editor). Luckily the two spare-time editors I had are
damn good ones. But today, at exactly 14.30 East European
Time, the final version of the script was submitted to
the publisher. It is not coming back. The writing is
over, completed, done with! There may be some sessions
with Petri as we try to figure out what various places
look like, but other than that I am free!
Observation: As some of you might have
noticed I have a serious self-esteem problem as a writer.
It took five people (six if we count the publisher) two
months to convince me that something I wrote as a work of
fiction and not as a game was worth more than the paper
it was printed on. To my surprise, it worked. Right now I
think the book is quite good and definitely something
that stands out from the mainstream of modern fantasy.
One critic is all it takes to throw me back into the pit
of despair and artistic self-loathing, but right now I am
feeling fine and thinking that converting my GM'ing style
into a literary style might actually work. If Jalava
approached me about another book, I'd probably say yes,
but I don't think they are going to do it before they see
the sales figures on this one.
I wonder how much non-D&D fantasy
novels sell in the first place? Do I have any hope in
hell to get more out of this than my preliminary fee?
23-Jun-2004: Interview
I was interviewed by Risingshadows.Net
about my new book, unfortunately in Finnish. The direct
URL is too long to be posted here, but go to http://www.risingshadows.net
and then to Artikkelit. It is right there, under the name
of Ville "Burgeri" Vuorelan haastattelu.
22-Jun-2004: Fates Worse than Death
Fates Worse than Death just came in the
mail. It is 300 page softcover cyberpunk roleplaying
gamebook written by Brian St.Claire-King. You can read
the RPG-Net review from here:
http://www.rpg.net/reviews/archive/10/10085.phtml
In my personal opinion, it is incredibly
refreshing (and very inspiring) to see a near-future RPG
that does not focus on technology but on people. Set in
what is practically a post-holocaust Manhattan (holocaust
brought on by social and political collapse, culminating
in the Freedom Wars where a group of idealists tried to
establish a city state along the lines of socialist
utopia in New York) Fates Worse than Death present a
cyberpunk world where gangs and post-industrial society
communities are not a menace to the society; they ARE the
society. While the game does have its fair share of
future technology, including cybertech, the focus has
shifted beyond technology and into the societies and
communities they create. The game system is a bit too
complicated for my tastes (and a throwback to the
super-detailed systems of late 80ies) but other that, I
am impressed.
The book is over 300 pages long with
tightly printed text and very little images or margins.
The amount of content here is absolutely massive. From
what I could see future technology and even network
operations were well thought out, as well as the
influence and structure of the post-information-age
society. With little tinkering this setting could be
turned into a global dystopia where all information is
instantly available to everyone, but there is absolutely
no way of controlling it, enabling different factions to
spread their message at will. In combat, the emphasis of
using brains instead of brawn and superior firepower (not
that many people in the setting even own a gun) was very
cool. I don't like psychic powers in what aims to be a
realistic setting, but that is just me.
While FWtD is not the monumental
post-information-age dark-future RPG I have been waiting
for, it is not too much off the mark and certainly by the
best call so far. Hell, I am even tempted to try running
the game myself, even if it is almost certain I could not
make the intercommunity relations work right and keep the
events sufficiently low-key.
20-Jun-2004: Marvels of Necessity
I am looking at the world map of RISK
2210AD boardgame, a futuristic version of the original
RISK. It is a full-colour map printed on folding plates
instead of paper, meant to act as the playing board
during the play. With vivid colours, it outlines the near
future Earth of the year 2210. How on Earth can I put it
up on my workroom wall without making holes in it?
Graphically, the political colours and
borders of the map appear to be superimposed on a
futuristic satellite picture of Earth. You can see the
lights of big urban concentrations and how the eastern
seaboard of US and North-West Europe are massive
megalopolises. Artificial islands, landfills or floating
platforms extend them out into sea. There are vast
bridges stretching from Scotland to Iceland and then to
Greenland, or linking the islands of Java Cartel
together. There are underwater colonies built on
Mid-Atlantic Ridge and other known seamounts.
The state borders and names seem tell me
a story. How on Earth could have Lesotho united the whole
of Southern Africa into a vast empire unless there has
been a destructive war that decimated the other
governments of the region? Is Enclave of the Bear just
east of Urals perhaps an anarchistic state founded by a
more eccentric warlord and thus a leftover from a great
internal strife that tore modern-day Russia into pieces?
What is the political history behind the move that made
Scandinavia break off from EU and form its own federal
state? The map tells me a story and I have no way of
knowing if its true, or even if the map makers have
really paid any attention to the world development.
Nevertheless, I love it and would like to make a science
fiction/mecha game out of it.
Everyone who has ever tried to invent a
near-future or semi-future setting has ran into the
problem of designing a world history from the current
date to the setting. It is very difficult to develop a
history that would feel "right" or
"realistic". People tend to start over again
and again, until they the get fed up with the whole
concept, throw in the towel and go back to fantasy
settings. But realism is not really the problem. The
history of 19th and 20th century was such weird shit that
no one would have believed in 1799. It feels realistic
only because we A) can see how historical developments
have molded the present and B) we have no alternative but
to believe it, at least in the grand scale of things
because of the excellent documentation.
Looking at the RISK 2210AD map I get a
funny feeling that the people who drew it did not give a
damn about "realism" as they were aiming for a
balanced and interesting playing board. And in doing so,
they have actually scored better than me or most other
setting designers. They just drew the bloody map, put
some names on it and that's it. Much like we are born to
a certain place and time in history and have to deal with
the world as it is, no matter how stupid or unlikely. Now
that I have no choice as to what the game
"present" is like, I actually can see or
imagine patterns and chains of events that shaped our
world into that of RISK 2210AD. I only need to flesh them
out on paper and I'd have a setting. Unfortunately RISK
is both copyrighted and trademarked.
Moral of the story: Start by making a
cool map. If its cool enough, the setting details and
history will come to you by means of divine inspiration.
If they don't, draw a cooler map.
18-Jun-2004: Praedor: Modern?
As much as I enjoy the infinite trust
some people have in my ability to design rule systems, I
must say I was somewhat taken aback by a request for
vehicle rules to be included in Stalker, on the grounds
that a high speed chase was bound to occur at some point.
Ok, I can see the rules in my head: maneouvrability
factor for all vehicle, off-road factor that reduced
penalties for off-road travel, speed increments, loosely
defined range bands and their effects on various
combat-related issues. Vehicle damage system with its
deep wound equivalents...
No. The resulting rules would be
immensely complex, heavy to use, likely to encourage
abuse and rules lawyering, be a bitch to keep track of...
and by saying all this I am digging my own grave. Complex
rule systems sell. Page after page of critical hit tables
sell. Wannabe-realistic system on vehicle-based combat
would sell. It is not "Stalker" but yes, it
would sell. I took up Stalker as a game concept because I
thought it would be cool, not to make another super-hit
like "Praedor". Which, contrary to my earlier
reports, is still selling at the rate of 1-3 copies per
week. The fourth (can you believe it?! fourth!!!) print
run of the game is now running low. Something I thought
I'd never see.
Customers don't see it that way. Quite a
few people bought Praedor because they liked the rules
and now expect Stalker to provide them with an equivalent
ruleset for modern or near future play. Rules for
firearms, explosions, vehicular combat, all the fancy
little high-tech gadgets in the world, you name it. Like
I was publishing a Praedor-analogue of D20 Modern. I am
too old to care about precise rules for car chases or
vehicle damage in a non-military/Mad Max -game. When
gamemastering, I make that stuff up as I go, based on
common sense and on how well players score in their
Driving skill rolls. The rest would just bog me down.
In the early nineties it was fashionable
for every game to have precise vehicle combat rules, like
the scene was still recovering from Roadwarrior (1984).
But for Stalker that kind of stuff is "out of
focus", if you know what I mean.
17-Jun-2004: More Info on Stalker
My Finnish readers will probably be
delighted to know that in preparation for my upcoming
Stalker presentation at Ropecon, I have written a long
explanation on how I interpret Stalker as a setting and a
roleplaying game. It replaces the old "Stalker
roolipelinä" section on the game homepage, but if
you must have a direct url, it is: http://www.burgergames.com/stalker/selitys.htm
My apologies for any spelling mistakes.
It is a prototype text and will be edited in the near
future (and there may be content changes after Ropecon
when I hopefully have some grasp of what people are
interested about in Stalker).
In any case, the way I see and treat the
zones is likely to be a divisive issue. Every science
fiction fan probably has an opinion about it and I have a
feeling this entry will generate more email comments than
any other before or since.
13-Jun-2004: Abrupt Changes
Ignore the "Market Saturation"
entry. Fantasiapelit just ordered some more Praedor books
for me, so apparently they are still selling them
somewhere (as an alternative fuel for Finnish coal
plants?). Well, more dough for me (and Petri) so I am not
complaining.
Jalava got back to me about the book.
They ok'd it, but wished for changes that would glue the
first two stories more tightly together. It is a wish,
not a demand, but I'll try to comply by adding three or
four new paragraphs into the beginning of the second
story. Besides, Hiltunen loves scenes that would make
memorable pictures and the original beginning of
"Old Dog" short story was not one.
Other than that, no news. Even the
current topics on most of the roleplaying/fantasy forums
are dead boring right now. That is summer for you.
09-Jun-2004: The Gamemaster's Burden
I just finished a session of Praedor,
where the players are on the islands of Inland Sea,
participating a meeting of a pirate clan known as the Red
Seagulls. The king of the clan has died and the pirates,
a motley collection of vagabonds, cutthroats and the
mysterious Island Folk are preparing to elect a new one.
Some intrigue, some dialogue and lots of adventure. It is
a bit more railroaded than I would like, but the
characters don't have a strong agenda of their own, so
until the group comes up with one, they need to be issued
quests. Perhaps I am too democratic in my approach to
group creation. There is no clear leader (although one
usually emerges after a while) and while they all have
individual goals, they have no group goals as of yet.
At the end of the session, Jari (one of
the players, playing his second campaign with me as the
gamemaster) asked me where I get my ideas from and how is
it possible that wherever in Jaconia they go, they always
find all sorts of fantastic and strange things lurking
beneath the surface (this time quite literally). Jari
does not read blogs, so he probably wont get this until
referred to by a friend, but now that I've had a moment
or two to think about it, I'll try to give an answer.
Frankly, I was stunned by the question.
Ideas. Coming up with things. It is what
gamemasters do. It is why we have them. In pen &
paper games the gamemaster is the world. Why would be
bother with one if he could not present a fantasy setting
in an interesting way? I've often talked about
"otherwhere", going into the place I am
describing and trying to convey the players an impression
that they are there. The world IS there, all around me
and to some extent all around them. They can look
anywhere and do anything without falling into gaps in the
world. If they ask something, I can just look around and
tell them about it. It applies not only to scenery, but
also to people and cultures. You can't document
everything about a culture but you can make logical
guesses. I always try to insert little local details and
colour, in this case different styles of dress and
variations of spiritual outlook.
As for the strange and fantastic things:
in a fantasy setting there are strange and fantastic
things, right? That is where the name comes from. Just
like there is local variation in geography, people and
culture, there are local variations and curiosities in
the "strange and fantastic things". I like
Jaconia for various reasons, but one of them is that
there are two layers to this setting: Mundane layer of a
low fantasy setting that works along the lines of the
real late medieval and early renaissance/Chinese
societies, and a high fantasy layer of wizards, ancient
magic, forgotten ruins and the power behind the world's
very existence and survival. Me and Petri did not include
a magic system for a reason: we did not want to
"explain" the magic, to give away the mysteries
that power the world.
That mystery is part of the comics the
setting is based on. It must be there or else the setting
isn't Jaconia. In my variations of occult event
portrayals, I try to show different aspects and methods
of magic. There is no single underlying "truth"
of magic but a vast universe of different approaches and
ideologies regarding the supernatural. Some of them true,
some of them false and some of them just plain
misunderstood.
Why can't I bring myself to write these
ideas down and into supplemental material or prewritten
campaigns? Because ANYBODY can come up with all this! It
is what gamemasters do! They don't do anything else!
I don't like doing work that is
ultimately futile, or concerns something that every
gamemaster worth his salt should be able to cook up on
his own. And I also don't want to establish a canon of
"proper Praedor". There is no fate but what we
make and this is no larp where the idea of the world has
to be identical for every participant. I am doing my
stuff and you can hopefully read about it in the novel or
experience it in my games. Other gamemasters are doing
theirs. And that is the way it should be.
05-Jun-2004: En Berömd Författare
Back when I was in high school, we had to
write a Swedish essay on what would become of our
classmates. One of the girls wrote something like
"Ville ska bli en berömd författare", which
means a "famous author". I beg your pardon for
any spelling mistakes; it has been a while since I've
last written anything in Swedish. At the time I wanted to
become either a scientist or a teacher, but it seems that
she was right and I was wrong. I don't know about the
"famous" part, but here I am, sitting and
waiting impatiently for Jalava's comments on my script.
As you probably remember, I set out to
write a collection of short stories, but my friends
who've read them through insist that it is a novel.
Although divided into stories, they argue that none of
the stories would actually stand on its own without the
others. But hell, if it really is a novel, so much the
better. I've always wanted to write a novel. Now it seems
like I might have written one by accident. Actually mr.
Jalava warned that it might take until next week before
he can get back to me on it, but burning with anxiety.
After all, the guy runs a pretty successful fantasy- and
science fiction publishing house, so if it is good (or
bad), he ought to know.
In a relatedy story, Risingshadows.net
awarded me the titles of "Kirjailija, game
designer" and somehow changed my standing in forum
hierarchy. I am little fuzzy on the details but thanks
anyway. For some reason roolipelit.net does not
acknowledge my username and password although I have
registered there. I would not mention this, but someone
wondered why I didn't comment the wrong Praedor homepage
URL there. I did, under the name "Vieras".
Roolipelit.net news services is nice to have but I have
too many discussion forums to watch already, so maybe I
just won't bother with that.
I went to see Day After Tomorrow for the
second time, this time with my parents. My mother likes
anything smacking of conservation so it is no wonder she
liked it. But that my father, a retired geologist of some
renown liked it too, was a bit surprising. He put it this
way: "Earth's crust is from 50 to 300 kilometres
thick. Compared to Earth as a whole, the rock between us
and hell is thinner than the skin of an apple.Very small
changes can turn Earth surface hostile to life. It is
commendable that the people behind DAT have had the guts
to portray the insignifigance of Humanity in the face of
nature". So good grades for the attitude, somewhat
lesser grades for the movie itself, although he thought
the effects, especially the tornadoes, to be awesome.
03-Jun-2004: Market Saturation Point
Mike just asked me what is the rate of
Praedor sales and I told him some figures from early
spring. Today I got some new figures from Fantasiapelit
in Helsinki and we are down to 1-2 copies per month. That
is practically no sales, so we can say that the market
saturation point for Praedor is about 600 copies. By now,
everybody who wants the game or has any interest in
fantasy roleplaying games in general probably has one.
All further purchases will be incidental, made on a whim,
or as gifts. Unless the sales pick up when the novel is
published, there is really no point in making new print
runs, even if the present print run would happen to run
out.
Out there in a big wide world there used
to be a rule that a supplement sells 1/3 of the main
rulebook. Finns are notoriously bad at buying roleplaying
game supplements (unless they are weapon catalogues) so
the ration is more like 1/5. That would mean a little
over hundred copies of the supplement. I hope this trend
can be turned around so that the novel sells 2000 and the
RPG sells 1/3 of that, because that would mean about 100
copies more being sold. Not really a bargain. I wonder
how well Myrskyn Aika is doing? With initial sales of
1500 or more, it should be in its second print run by
now.
By the way, here is the Finnish review of
Roudan Maa that I promised (review by Petteri Hannila):
Olen saanut käsiini ennakkotilaajana
Wille Ruotsalaisen tekemän suomalaiseen historiaan ja
mytologiaan pohjautuvan fantasiaroolipelisupplementin.
Näin opus mainostaa itseään:
'Tämä on matkaopas Roudan maahan,
sankareiden aikaan ja paikkaan, mytologiselle
viikinkiajan suomenniemelle. Siellä kalevalaiset
sankarit ovat vielä kerran valmiit vyöttämään
vainovaatteet ja puolustamaan perheitään ja peltojaan
hiisiä ja kalman kauhuja vastaan'.
Kyseessä on siis lähdeteos, joka ei
sisällä kytköksiä mihinkään
roolipelisäännöstöön vaan sisältää ainoastaan
tietoa.
Ulkonäkö ja koko
Kirjanen on pienempi kuin osasin odottaa, vain reilut 60
sivua, ja painos on vaatimaton (itse asiassa ensi
silmäyksellä teos muistuttaa ylipaksua magusta).
Kustantajana on ollut ropecon ry ja ensipainos on mitä
ilmeisimmin varsin pieni.
Kuvitus on kauttaaltaan tyyliin
sopivaa ja kuvia on kohtuullinen määrä. Sisäkanteen
on piirretty laaja kartta, joka sisältää hurjan
määrän paikkoja ja on selkeydessään kohtalainen.
Valitettavasti pienemmät kartat kirjan sivuilla ovat
enemmän tai vähemmän suttuisia. Mieli tekisi jostain
saada Roudan maan kartta suurena värillisenä versiona,
jos sellainen olisi mahdollista.
Sisältö
Kirjan ohuehko sisältö on täytetty
varsin jämäkästi asialla, kirjanen on jaettu
seitsemään lukuun.
Ensimmäinen luku käsittelee
erittäin lyhyesti (sivu) maan historiaa ja kehittymistä
siihen pisteeseen missä seikkailut alkavat. Historiaa
voisi varmasti olla enemmänkin, toisaalta teoksessa
oletetaan että kalevalan tapahtumat ovat olleet tosia ja
että ne ovat tapahtuneet vain n. 40 vuotta sitten.
Toisessa luvussa kuvataan eri
kulttuurien (lähinnä kalevalainen ja lappalainen)
elämäntapoja (aineellista ja henkistä kulttuuria).
Luku on erittäin hyödyllistä asiaa ja valottaa
elämän arkiasioita ja antaa varmasti pj:lle tiukan
tietopaketin pelimaailman elämästä.
Kolmannessa luvussa kuvataan alueet
tarkemmin aina alueen yleisestä kuvauksesta ja
mielenkiintoisista paikoista kyseisen alueen tärkeimpien
henkilöiden kuvauksiin. Mielestäni tällainen
esitystapa on erinomainen kun sivuja kuitenkin on
melkoisen vähän, PJ:lle annetaan paljon virikkeitä ja
mahdollisia seikkailuideoita.
Neljäs luku keskittyy kuvaamaan
haltijoita, hirviöitä ja eläimiä joita Roudan maan
maailmassa riittääkin. Hieno yksityiskohta näissä on
muikean oloinen suomen kielen käyttö, otuksia on aina
tarvaksesta pököön ja kolsiaisesta koukoon. Otuksista
on annettu riittävät kuvaukset, eivätkä ne tunnu
irrallisilta muuhun maailmaan nähden.
Viidennessä luvussa käsitellään
seikkailujen taustaa, lähinnä puhutaan elämän
vuosikierrosta (mm. vuosittain pidettävät juhlat),
kerrotaan mäkilinnoista ja vaihdantataloudesta, sekä
esitetään kohtuullinen varusteluettelo
vaihtohintoineen. Listalla pääsee varmasti alkuun,
mutta vaihtohinnastoon PJ:n on tutustuttava jonkin aikaa
ennenkuin sisäistää systeemin täysin. Jotkut
vaihtohinnoista tuntuivat myös hieman omituisilta.
Kuudes luku on omistettu taikuudelle
ja maailmankuvan käsittelylle. Siinä kuvataan Roudan
maan asukkaiden käyttämän taikuuden perusperiaatteita,
epäkuolleita ja emuuja (eläinhenkiä). Luku päättyy
varsin pitkään listaan erilaisia maagisia esineitä.
Lista on sen verran kattava että se antaa PJ:lle hyvän
käsityksen ja mahdollisuuden keksiä omiaankin.
Seitsemäs luku sisältää
liitteitä, maininnan puhutuista kielistä, eri alueiden
arvioituja asukaslukuja, kohtaamistaulukoita, tapahtumia
ja seikkailuideoita. Luvun (ja koko kirjan) päättävät
pitkähkö lista esimerkkinimiä sekä erinomainen
puolentoista sivun mittainen lähdeluettelo josta
varmasti löytyy jokaiselle kiinnostuneelle jotain
luettavaa.
summa summaarum
Kalevala-roolipelaamisen lähdeteos
on täällä, eli tämä pesee mielestäni suppeudestaan
huolimatta ANKHit ja ultima thulet mennen tullen. Tekijä
ei ole jäänyt niukkojen historiatietojen kanssa
arvailemaan vaan on käyttänyt hauskasti mielikuvitusta
täyttäessään aukkokohdat ja muuttaessaan muinaisesta
suomesta seikkailemiselle otollisen paikan.
Ei niin hyvää ettei jotain
pahaakin. Sivujen pieni määrä tuli jo mainittua.
Tämän lisäksi joitain termejä ei selitetä kunnolla
ja lukija joutuu etsimään selvityksen näille sanoille
muualta. Tämän lisäksi pienet kartat ovat harmittavan
suttuisia ja lähes käyttökelvottomia. Suuressa
(sisäkannen) kartassa on paikannimiä rutosti enemmän
kuin mitä tekstissä selvitetään. Mitä ilmeisimmin
lisää materiaalia on pöytälaatikossa vielä
odottamassa.
Loppukommenttina: jos kalevalan /
muinaissuomen maisemissa seikkaileminen kiinnostaa
vähänkin, kannattaa tutustua tähän opukseen. Teos
tulee myyntiin ainakin ropeconissa ja hinta lienee
jossain lähellä 15 euroa.
There you have it. My apologies to
non-Finnish readers, but Roudan Maa by Wille Ruotsalainen
is in Finnish so you couldn't have made head or tails of
it anyway.
01-Jun-2004: Here we go!
I'd like to say the Praedor book is done
but I don't know what "done" is anymore. Petri
has read it through. Folks at Jalava Kustannus called me
today and told me they want to read it through. It has
been through one editing and one machine-assisted
proofreading run. It will probably be proofread some more
and without machine assistance and Jalava might want some
alterations to the story. You never know. So it is done
and complete, but not off my hands yet. I can't wait.
There is a new
column by Mike Pohjola at RPG.Net. He talks about
publicity, it is effects on sales and identifying
yourself as a roleplaying book author rather than a game
designer. I can only envy the level of publicity he is
getting, but on the other hand he handles it much better.
If Finnish RPG production scene must have a face, better
his than mine. He is more photogenic and while I disagree
with his theories and Schools, that is good stuff to
throw at journalists. I am much too close to the
stereotype of an introverted geek and usually put my foot
in my mouth whenever I say something in public. Still, I
am seething with envy, not just of his publicity but of
all the little things that make him so well suited for
this 15 minutes of fame.
In his column he argues that promoting
himself as a roleplaying book author instead of an RPG
designer has been a major publicity success and merited
him lot of the attention usually given to published
authors. It is probably true. I am about just as famous
within the scene, but outside it nobody gives a damn what
I do (ok, I got a job because of it so that is not
completely true). Maybe becoming a real author with the
Praedor novel changes this but I have my doubts. Loads of
fantasy are being published already; why would anybody
pay any attention to one more book?
In all honesty, I identify myself as an a
roleplaying game designer and not a roleplaying book
author. Maybe I could use the word "author" if
I had a completely own setting but I haven't had one of
those since Taiga. While I have added loads of new
content to Jaconia and Stalker, it does not affect
intellectual property rights. Jaconia belongs to Petri,
Stalker to Boris. They have let me play god in their
world, but it is still THEIR world.
I can't say for certain what is behind
Jalava's interest in Praedor but the educated guess would
be that they are trying to establish their own a Finnish
fantasy brand, with no overseas financial entanglements
and no need for translation fees. I hope the book fits
the bill, because if it does, there might be demand for
more. I still have something like 40+ years to live so
finding something sensible to do is a priority. Writing
pulp fantasy and roleplaying games while listening to
heavy metal and sipping coffee-cream liqueur does not
sound too bad.
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