27-Aug-2007:
Summer's End
I am about to head north, to the very
edge of civilization. Since I won't be back until next
month, this the last entry for the summer. Not a bad
summer, although it could have been a litte sunnier.
Well, maybe next time. Stalker is on page 192 right now.
That is 20 new pages on top of those gained from layout
changes. I am still planning on 20 to 30 pages more but
we are finally getting there. That's the status update
(minus yet another praise for my lead artist but that
will have to wait). Unless I die or something the game is
out by Christmas, although I still don't have a clue
regarding the printing arrangements.
Meanwhile, I have made this curious
observation of no importance whatsoever. Since there is
nothing better to write, I'll share it with you. Mike has
just released a game built around a J-pop band or girl
bands in general. Last year, Miska released a Heimot
soundtrack packed with techno-flavoured ambient. I have
no clue what Eero is listening to but my personal
playlist blares Motörhead, Kotiteollisuus and epic film
soundtracks when I'm writing Stalker. Now if you look at
Mike, you can see he is definitely an emo guy and I can
visualize him actually listening to the music Tähti
is about. Miska is the buff sports dude with a
short-cropped hair and abs to die for, born for a hot
night at a club (beat for dancing, ambient of cooling
off). And I... well, I am the stereotype of your aging
heavy metal fan, complete with long hair, poorly kept
beard, a black t-shirt and a waistline that would feed
half of Africa. It's denim, leather and the devil's mark.
I wonder if these differences also show
up in our games?
25-Aug-2007:
BioShocked!!!
According to game reviews, Bioshock
is the Second Coming. Unfortunately, it now seems to have
turned into the Anti-Christ. Both
the demo and the retail version apparently install a rootkit
on your computer, so it is a class A information
security hazard. On top of that, you only have five
installs with the retail version before the DRM locks up
the game (so don't borrow it to your friends) and it also
monitors whatever else you're running, with no way of
knowing what will be communicated to the SecuRom servers.
Or so they say. Damn, I was SO going to get this game.
Now I am not touching it with a ten-foot pole.
After the CD copy-protection fiasco by
Sony, I find it very hard to believe that anyone, let
alone a game publisher, could be so stupid. We all know
the arguments against videogame piracy and they're real.
My salary is on the line with that. But here are some
arguments FOR videogame piracy, courtesy of 2K and their
DRM scheme:
Pirated games are safer, less
likely to be infected with malware. It used to be
the other way around but now retail games are
guaranteed to have malware while pirated
games have a good chance of being clean.
User experience is much improved
thanks to no-cd cracks and other tweaks made to
help to your start playing faster and smoother.
Better customer service thanks to
a community effort to fix bugs and technical
problems as soon as they arise.
Technological advances, making
e.g. Vista-only software run miraculously on an
XP as well (not the case with Bioshock but
anyway)
I think that the fight against videogame
piracy starts between the developers' ears. If we fail
THAT, it doesn't matter what we do later on. And from the
look of things, we are really fucking it up. Too bad for
Bioshock, though. I hear it is a brilliant game.
19-Aug-2007:
Tabula Rasa MMORPG
Dear NCsoft management:
You must surely have abducted and
murdered Richard "Lord British" Garriott so
that you can claim he is the lead designer of your
upcoming sci-fi MMORPG, Tabula Rasa. On the
behalf of all computer roleplaying game veterans out
there, I humbly ask you to return his body to us for a
proper burial. We will do this for free and behind closed
doors so that your marketing campaign featuring
"Richard Garriott's Tabula Rasa" will not be
disrupted.
Yours,
Burger and the computer RPG vets of the world
P.S.
Should Richard Garriott be alive and actually the lead
designer of Tabula Rasa by any chance, please kill him.
Either way, we will take care of his burial.
18-Aug-2007:
Stalker Scenario
The scenario I ran at Ropecon was named
"Red House" and it was aimed for five newbie
players whose characters had never been to the Zone
before. Not knowing what to expect and this being my
second session of Stalker in its complete form, I had
thought up what I thought to be a pretty basic scenario.
The characters are petty criminals,
fugitives. A disgraced scientist, an ex-mercenary... all
ready-made characters. In the end they were perhaps a
little too criminal but what the hell. They all had a
common contact in the underworld, a snivelling dealer
called Nike. Now Nike had arranged them a gig from an
Institute researcher, John Walton. His field team had
entered a building named "Red House" a little
over a kilometre from the Zone border near Toulouse. They
had all died there for undisclosed causes (actually it
was an Inorganism but the Institute guy wisely cropped
that part off from what he showed to the characters,
claiming that the team was already dead when the camera
activated) but a videocamera-turned-transmitter caught
one of them coming into contact with a seemingly
innocent-looking dark metallic bar and coming back to
life. Clutching the bar, the newly resurrected field team
member crawled into a corner and just sat there,
shivering.
Their lead researcher, monitoring this
from their base outside the Zone, wants the bar, and
preferably also the guy, brought in. He no longer has a
field team and he is not going to tell his superiors they
all got killed unless he has something extraordinary to
show for it. An artifact that revives the dead fits the
bill and he'll pay 25,000 euros for the guy and another
25,000 euros for the bar, but only if they bring the bar.
If they bring just the guy, he is not gonna pay (that was
the plan, I somehow mucked it up when explaining the
conditions of payment).
Session #1:
Nike meets the characters in an abandoned
houseboat in Bordeaux. Then John Walton, the Institute
guy turns up with a CVhevy. He shows the footage on a
laptop and then smuggles them past the guards near
Toulouse in a space he has cleared among cardboard boxes
in the back of the Chevy. The team dismounts at the
"base", set up in an old sports bar now
surrounded by thickets growing on what used to be a set
of football fields. They are introduced to Papillon, a
real stalker guide for this trip, and off they go. In the
first session, the trip was arranged into a set of
puzzles. First they must cross the Burnt Field just
across the border. Thickets end, revealing an open area
of churned-up ground. Columns of steam travel up and
down, burning and cracking the ground as they go. Mud is
boiling in some of the puddles. Parts of the field are
treacherous and some characters get stuck and have to be
helped out of "quicksand" by teamwork.
Blue Forest is a collection of dead
trees, with a strange blue haze between them. It is as if
eletrical currents were running between the trunks but
leaving roots and treetops clear. Throwing something
metallic into it sends it flying around, pushed and
pulled by unseen forces. Some characters climb the
treetops to get over it. Others crawl underneath (the
easiest way). One stripped naked and held his gear up in
his hands, walking through the blue haze. He got nasty
bruises from burst blood vessels but survived. The road
that followed was the easy part: old luxury houses,
crashed vehicles, cracks extending from the river as the
bank is slowly giving away. They wanted to steal a
brand-new looking Ferrari but it was in a bubble of
toxic, non-oxygenated air.
They found the Red House, its red walls
alive with somekind of blood-red mist. Ground beneath it
had partially given way and the earlier team had blasted
a hole through the concrete floor of the basement,
entering the building from below. Inside it was pretty
normal, except for wisps of surprisingly solid-looking
smoke emanating from a column of roiling black vapours
piercing both floors. They found the artifact and the guy
upstairs. He was alive but looked like his flesh and skin
were a few sizes too big for his bones and now hang down
from his face and what little they could feel of his
limbs. The artifact was in his hand and stuck in it and
the hand was just a lump of flesh grown around it. One of
them disrupted the smoky wisps and they had to make a
quick exit. They succeeded in getting out alive and the
journey home began. It was getting dark. Just as they
were on the Burnt Field, nearing the edge of the
thickets, the Nokia ringtone rang out in the thickets and
was abruptly cut. One of them managed to sneak up on the
guy with the phone as he was trying to flee and it turned
out to be Nike, who is not supposed to be here and who
was a little incoherent in his explanations as to what he
was doing...
At this point we were interrupted by the
next game booked to that table, so the session came to an
end. Players said they enjoyed it but what else would
they say? I wasn't all that happy about it. I didn't feel
like I had made a very good job of portraying the
atmosphere I wanted and the Zone part had been more
frustrating than fun. There was no depth to the mission
or any reason to contemplate the motives leading to it.
On the game mechanics side, Flow makes it very easy to
grade various levels of success when you have not decided
on pre-determined difficulty values. However, without
them, drawing the line as to when the character will fail
(as opposed to "barely succeed") on the fly was
difficult. Some of them did fail, usually due to
circumstances rather than their own actions. As the
players were also new to this system, I could have done a
better job at encouraging them to describe their
characters' actions more but for some reason this was not
as big of a problem as I had expected. Apparently you can
judge the roleplaying value of an action fairly easily
even if you don't get some oral prose to back it up.
Maybe I talk too much?
Session #2:
My preparations for session #2 nearly
failed because of the aggravating Roleplaying Theory in
Practice panel but in the end I did get some thinking and
writing done. I had outlined the main changes as:
Increase the human angle
Sow the seeds of doubt before and
not after the characters go into the Zone
Cut down the Zone time by cutting
puzzles
Increased player freedom in the
Zone due to ease of movement
Increase the feeling of suspense
by showing other border activity
New set of players, some new notes on a
graph paper and off we go, late in the Saturday evening.
I know one these guys from the #praedor IRC channel, so
if I muck it up, I'll hear about it. No female players at
all this year. A shame.
This time we start right inside the
Chevy, when it is being stopped by soldiers at a
checkpoint on the road to Toulouse. Nike was at the wheel
and John Walton was waiting at the sports bar. The intro
into the adventure is like going through what everybody
in the van is thinking, closing off with each player
doing a brief intro about his character. I was told
afterwards that the way characters are made in Stalker
felt like it gave the players a lot to chew on for
roleplaying purposes, even on a short notice. And the
format makes it easy to digest. Now, Walton was at the
sports bar and shows clear dislike of Nike, with whom he
obviously associates with only out of necessity. He gave
the breathing inside the sports bar but just as the group
was about to take off, a fancy-looking car screeched to a
halt outside the bar. Papillon, their lady stalker guide,
hid.
It is Mario, John's associate for this
project. He was against the idea of using stalkers to
retrieve the bar. Instead, he thought they should have
reported the Red House incident to their superiors and
face the heat. The heated exchange between the two
scientists showed John Walton's fiery ambition,
culminating in Mario threatening to expose them all right
now. The merc character drew a gun on Mario and for a
moment there was dead silent. Then Mario made a sudden
move and got a third eye from a .44 Desert Eagle. John
was shocked (but he would have shot Mario in the back the
moment Mario had turned to his car). The group drove the
car into the thicket. They then took the corpse with them
to be dumped inside the Zone.
The Burning Field was there just like
before but it was not a challenge. It was just as a
demonstration of the Zone's effects, a caution that had
nevertheless cost lives and machinery for the Institute.
No puzzles here but they heard a chopper coming and lay
flat in the churned-up ground, hoping a heat column
wouldn't hit them. A Seaking chopper flew by, missing
their immobile shapes in the deepening dusk. Then it
started hovering and firing on something else. They could
see the muzzle flashes from a door-mounted machinegun. To
the south, across the field, was a humanoid shape.
Bullets tossed up dirt around and it fell, only to get up
again, moving slowly and clumsily. Firing continued and
it fell again, obviously hit. And got up again. The
chopper got the hint and veered away on full burn, pilot
obviously panicking. The shape stumbled on, out of the
zone and into the thickets. "Just a Living
Corpse", Papillon said in a dry tone. They're
harmless.
Blue Forest was the same challenge as
before and was solved pretty much the same way, although
more people chose to crawl this time. There was an
accident when an overpacked backpack touches the blue
haze and most of the equipment goes flying. Anyway, the
carrier survives. They reach the road and find it easy to
traverse, although there were some peculiarities to
distract them (like the Ferrari, this time in a bubble of
hard vacuum). Then they saw some kind of whitish growth
coming at them down the road, a boiling mass of white
foam that left behind a chalcy tube-like structure as it
bounced this way and that like it was drunk. They hid and
took cover, except for one who would have been hit if
another character had not suddenly tried to grasp the
thing right behind the boiling head. He screamed as his
hands got stuck on it. Another character tackled him and
pulled him clear but the tips of his finger broke off to
the first joint and stayed with the structure, turning
into the same chalcy substance. The foamy head altered
course and missed my intended victim but it did not turn
back to attack. It kept going and after a while the
structures it formed came crashing down, crumbling to
dust before their eyes. It was quiet again. Somewhere to
the south, even deeper in the Zone, they heard an engine
running on idle.
Red House looked the same as before,
except that they could see red light emanating from the
windows on occasion. Lights seemed to be moving. Entering
the house from the hole in the basement, they reached the
boiler room and began exploring. This time there were red
points of light moving about, trailing an almost
solid-looking wisps of black smoke. The party scattered,
some exploring the lights (while looking for valuables in
the wealthy home) and others going upstairs in search of
the survivor and the artifact. Upstairs, the ceiling was
lost behind a wall of black smoke. Dozens and dozens of
red lights darted here and there like insects. They found
the artifact and the guy in the corner as before, with
the same ailments. Then one of them disrupted the smoke
trails downstairs. The ceiling came alive and dozens of
red lights streamed down along the walls to attack them.
Getting out became a hell of a struggle as the smoke
itself turned out to be a some kind of semi-substantial
tentacle. They left the survivor behind (ripping the
artifact off him) and trampled their own in a mad dash to
get out. Through sheer good fortune (and I am not talking
about die rolls) they got out. Little afterwards the oil
tank in the boiler bloom exploded when pierced by red
lights, destroying half of the house and any chance of
finding the survivor again.
Left with the artifact and the promise of
25K, dissention now broke among them. Walton was not too
trust-inspiring and one of the characters wanted more out
of this thing. Eventually the argument was settled by a
rifle-fired grenade and two characters killed in the
blast, although not before one of them had stabbed the
other with a combat knife. Those alive began the journey
back, only to be greeted with the Nokia tune as before.
Two guys rushed into the thicket and hid, only to see
some rather strange looking people with nightvision
goggles coming out of the sports bar. There was no sign
of Walton but they did see Nike talking to them.
Gangsters from the Mediterranean, from the looks of it.
One character, the artifact bearer, tried to follow
Papillon first north along the Burnt Field and then into
thickets. There Papillon offered to get him out of here
in exchange for the artifact. He refused and decided to
try his luck. Curtain closed on him.
The two others guys fled back into the
Zone and all the way into the Blue Forest, unsure as to
what to do as bullets from silenced rifles snapped into
the trees around them. They were found by a friend of
Papillon's whom she called when things went south. He
offered them a deal; he was going to inspect another
location by the riverbank and could use extra eyes and
muscle. The two agreed and although they didn't know it,
they had just been recruited into a real stalker group
that Papillon was also part of. The scenario ended with
our one hero, the artifact bearer, waking up in an
Institute cell, rubbing the spot where the sleeping dart
hit him last night. The door opened and an Institute
agent came in with two nasty-looking guards, telling him
that they needed to talk about the murders of John Walton
and Mario Frazata.
End of session.
The second run felt much better to me and
was praised by the players. Although we got it to a
proper finish and had time to add a little extra (we
played over four hours, of course), I think adding the
human interaction part, the conflict between John and
Mario into beginning, was the best new move. It gave
everybody a whole new perspective into the adventure and
after witnessing a murder and taking part in hiding a
body, the Zone wasn't "the bad guy" anymore. It
was just a place, no matter how awe-inspiring. It also
helped to cut down the number of puzzles and introduce
transit scenes where anomalies were present and dangerous
things happened, but were not a party-stopping problem to
be solved. The only two puzzles left were the Blue Forest
and the Red House. The party spent almost as much time
between them, curiously exploring their newfound freedom
(whereas in the first session the four consecutive
puzzles had taken all their energy).
Human angle. I really have to stress the
human angle in the design of adventures for Stalker. The
Zone is cool and all but a modern, experienced player is
not going to send his character there just for fun. The
motivations, goals and long-term suspense have to come
from elsewhere and that requires people. That requires
the human angle.
14-Aug-2007:
More Good Reviews
Actually this is just feedback that Eero
Tuovinen emailed me after reading Pelintekijän
käsikirja. He gave his permission to publish it:
Kävin maanantaina ostamassa Fantsusta
Pelisuunnittelijan käsikirjan, kun se oli loppu
Ropeconissa. Luin sen sitten saman tien.
Kirja oli varsin mainio! Jokaisesta
yksittäisestä asiasta olisi tietysti lukenut
mielellään enemmänkin, mutta mukaan oli mahtunut
ainakin minulle myös uusia ja hyödyllisiä ideoita.
Esimerkiksi projektin konseptivaiheen, resurssoinnin ja
speksaamisen (so. pelisuunnittelun) erotteleminen
selkeästi erilleen näyttää kyllä selvästi
hyödylliseltä. Samaten aion jatkossa jakaa
pelitestipalautteen ehdottamallasi tavalla
prioriteetti-kategorioihin, se helpottaa varmasti
materiaalin seulomista. Nähtävästi siis olen kivasti
kirjan kohderyhmää.
Yllättävän paljon analyyttista teoriaa
muuten kirjassa siihen nähden, mitä sanot aina
teoriasta. Määrittelet esimerkiksi genren oleellisesti
samoin kuin vaikkapa minä, eli ihan asiallista
postmodernia kirjallisuusteoreettista ajattelua ;)
Läpi kirjan mukana ollut erilaisten pelien
suunnittelun samankaltaisuuden teema oli myös
inspiroiva, ja pelisuunnittelijan roolin selventäminen
pelintekijän, konseptisuunnittelijan ja
pelisuunnittelijan käsitteiden erottelulla oli myös
hyödyllistä kamaa.
En siis toisin sanoen käsitä, minkä takia
tästä on urputettu. Harvemmin menen ostamaan kirjan ja
olen jopa tyytyväinen ostokseen luettuani sen. Tartu
vain tilaisuuteen, jos pääset kirjoittamaan aiheesta
jossain vaiheessa lisää.
Eero
It is always nice to get good feedback
from someone who is actually making games. After this
Ropecon Eero is definitely one of those thanks to his
apparently ingenious zombie game (which I haven't read
yet). I am especially pleased that he wants to use some
of the ideas in the book in practice since was it's whole
point. And no, I don't think anyone can truly understand
the bitchers and moaners (my best effort at translating
"urputtajat").
12-Aug-2007:
Ropecon Report
Ropecon'07 has come and gone. Upon
writing this Dipoli has still five minutes before the
doors close but there is nothing to do there during the
last few hours, so I left early. Besides, the closing
ceremony has always felt like a wake to me. I have no
idea of the attendance or whether there were major
disturbances. Despite some "Rapecon"
advertisements for rowdier behaviour and a girl asking me
if I wanted to try "a hardcore LARP" with...
well, let's not get into details here, the whole affair
was quite tame. There were no naked girls under my table
this time and even the party dresses seemed more modest
than before. Of course, I did not get to see half of the
programs I intended but what I did see, was mostly good.
On Friday, I first attended the Tähti
publishing event (Mike's roleplaying game about a
futuristic mutant teenage girl bänd) which was quite
fun. Then there was the opening ceremony complete with
the Loveboat Theme which was also good except when the
lead organisers first told people sing the Ropecon song
and then left the stage instead of leading it. Then
became my Stalker session #1, which I thought was
mediocre but the players said they liked it (do they ever
say anything else?). I'll talk more about Stalker
sessions later on; they were pretty important. When it
ended, there was still the Climatepunk workshop by
Mörötti, which I unfortunately couldn't watch the whole
way through. It was very scientific and extremely
interesting. I later learned that they came up with a
scenario of a small town in a future Spain-turned-desert.
The players could be cops defending the community and
when the society is in a free-fall they would have make
difficult choices regarding their loyalties. That'd make
a good novel, a movie or a videogame.
On Saturday, I mostly hang around and
looked through the new larger but also harder to access
Kaubamaja (shopping area), until the Roleplaying Theory
in Practise-panel came up. I was one of the panelists.
Four minutes into the panel Markus Montola was kind of
enough to remind me why I don't get along with these
people. To put it briefly, I am a "bad" person
for writing shallow crowd-pleasers instead of
"innovative" and experimental titles that
"open new horizons" and "take the hobby
forward". They think I have a moral obligation to do
it and then judge me (rather than my works) because I
won't. What can you say to that? (Well, you can say
exactly that. Thankfully the audience picked it
up so I didn't have to do the arguing). Eventually I
hugged Montola so that the discussion could move forward
but the whole thing left a bad taste in my mouth. My
policy for accepting all Ropecon programme invitations
outright is at an end.
I'd like to take this opportunity to
thank the anonymous (I didn't catch your name) Praedor
fan who approached me just outside the main doors on
Saturday night. I was trying to calm down and cheer
myself up for the upcoming Stalker session and he came to
thank me for a great RPG (Praedor) and asked for my
signature. I wouldn't have bounced back in time for the
session without this guy. He wasn't the only one to
approach me during the 'Con but his timing and method
were perfect. The Stalker session went very well, even in
my jaded opinion and got a lot of praise from the
players. It was all very inspiring and I hope this wind
can carry me all the way to the finish. I made some
changes to the scenario based on the first session's
experiences and they really paid off. Session debrief and
later sitting down with Robin D. Laws in Keltsu were a
blast. If it hadn't been for the panel, my Saturday would
have been perfect.
Sunday is always a slow day at Ropecon. I
bought a miniatures game and listened to the first half
of Ego's lecture about killing, then went to give a
speech at the game design event in the indie room. Eero
wanted to hear if videogame designers have the same kind
of community as RPG designers have (and boardgame
designers are trying to come up with). Unfortunately the
answer is no. We can't really share information and while
many of us read certain websites and keep tabs on the
same kinds of industry news, there is no real community
out there. After hanging around with some people for a
little while more, we finally called it a day and went
home via Grilli Toro, thus ending yet another successful
and for the most part extremely enjoyable convention.
My next entry will dig into the Stalker
sessions in more detail. I have never before gotten this
much information out of playtest sessions at Ropecon. I
am also amazed at the quality of players you get these
days. It was a very different story back in the nineties.
09-Aug-2007:
Roolipelaaja #10
After an agonizing wait (during which I
only got to read quotes from the book review),
Roolipelaaja #10 finally came in the mail. Now this is
the first issue published by Riimukivi and not H-town, as
well as the first where Juhana Pettersson is the lead
editor. The cover, a photo of a girl with a katana plus
anilin texts has divided opinions but I liked it a lot.
It's much more trendy than the fantasy art pics we've had
so far. Also the change of materials was definitely an
improvement. The magazine is now printed on a good glossy
paper that makes it easier to read and has better colour
reproduction. Layout was good but I don't know if it was
really better than before. Overall, it was visually very
pleasing.
As for content, the first point of
interest is the letter from the editor. Juhana shows
welcome enthusiasm but unfortunately one can read between
the lines that the magazine has not been a successful
venture. The idea of Riimukivi doing better than H-town
is apparently founded on blind optimism, even if all
other RPG mags in Finland have failed. Roolipelaaja is
the best shot yet but nobody knows if it will be enough.
I would probably try a slightly different concept and
angle but talk is cheap. Riimukivi is putting its money
where its mouth is and I am going to support them every
step of the way. It may not be enough but if we don't
have a hobby media, I could just as well hang up my
tools.
Lots of stuff here. The magazine feels
thicker than before. There is a definite emphasis on
Finnish roleplaying culture and larping is prominent
since that is what most events here are about. I was also
very surprised when I looked at the reviews. Back in the
old days, Roolipelaja ratings did not really tell you
anything as it was either three or four stars no matter
how crappy the product (CP v.3, anyone?). This time they
went from one extreme to another and the review of
Roolipelikirja was really written with venom (one star).
I don't know if the book really deserves such a trashing
but the point is that the trashing happened. So when they
say nice things about my book and give it 4 stars out of
5, they really mean it. I was also positively surprised
when I saw that Pirinen wrote the review. That guy knows
his games.
The five-page story on Tähti was a
little surprising, especially since Mike is one of the
owners of Riimukivi. You might say this seriously
jeopardizes their journalistic integrity but then again,
if you are going to be a selfish bastard, it is best to
be open about it. And who am I to complain, in my
non-comment-option blog? Anyway, it wasn't a bad article
and Mike made a very good point about the lack of female
RPG authors. I have often wondered about that myself
since we have female gamers in plenty these days. In
related news, I just heard today that Mike got his first
novel deal signed. Congratulations are in order but what
the hell took him so long? He always looked like a real
author to me. Anyway, he'll be scooped up by the games
industry before long so he'd better push out two books a
year before that happens.
Sam Lake and I were interviewed by
Helsingin Sanomat today. Photo session in Fantasiapelit
was awkward and I think our conversation was an
incoherent ramble. However, Ahlström is a professional
and I'm sure he'll make something out of it. I'll be
seeing the text portions tomorrow and the finished
article, complete with a goofy picture (if I'm in it,
it's goofy!) should be out on Friday. It is the Ropecon
theme story of the year. This is what I mean when I say I
get more exposure. Actually, I would have liked to have
Petsku, the Recoil game designer, with me today. He has
had absolutely nothing to do with RPGs and would have
been an excellent counterweight to us two geeks.
06-Aug-2007:
Good Reviews!
Yippee! After so extremely different
reviews I was really nervous over what Roolipelaaja
would say about Pelintekijän
käsikirja. The book obviously divides
opinions so either extreme could have happened. As it
turns out, Roolipelaaja, the voice of the scene, gave it
four stars out of five and called it "excellent and
inspiring", among other good things. They listed
some weaknesses, one of which was the vast scope of the
subject material which meant that no particular issue
could be explored very deeply (although they also noted,
correctly, that this would have made the page count
explode) and that the book would benefit from some
illustrations. I agree on the latter part. I had hoped
for something from Aura Ijäs (she drew the previous
header picture of this blog and has been known to draw
BTJ these days) but the publisher decided otherwise.
One other thing I would change is the
back cover text. It states that I am the "most
accomplished and varied game designer in Finland".
It was written by the publisher. I offered them a more
moderate version but they wouldn't take it and I dropped
the subject. Maybe I shouldn't have. While it is always
fun to see idiots pissing blood over something so
trivial, the back cover text has also provided plenty of
entertainment for my coworkers. Many of them have been
doing videogames for as long as I have been doing
roleplaying games. Besides, mobile games do not really
compare with the big guns even if the numbers are good.
It is kind of embarrassing, although it is also true that
I do have more exposure than most of my colleagues. They
just somehow vanish into their respective companies. Sam
Lake is the only exception.
Assembly'07
happened over the weekend and I survived, once again.
Actually I like the event a lot, although it has its slow
moments. This time 4kb demos wiped the floor with 64kb
ones and I predict that the latter will eventually
disappear. Universomo
had a recruiting stand complete with booth babes. They
were trying to staff their soon-to-open-office in
Helsinki (curiously, nobody at the booth could tell me
where the office was; they first said Katajanokka and
then Punavuori, so take your pick). F-secure
was also recruiting. Pelikone.fi
rocks and if I eat one more hamburger I'll die. I have
previously had mixed opinions of the lead organiser
"Abyssi" but this time he really climbed a
couple of notches in my respect-o-meter. When he could
have (and back in the old days would have) bitched and
moaned about trash lying around, he instead organised a
humorous cleaning event culminating in him singing a
cleaning song while people on the arena floor took stuff
to the bins. Finally the whole effort was rewarded with a
lottery of some free tickets to next year's event. It was
a brilliant number and it got the job done, at least
within the arena. I think the first floor corridor
(especially near Hesburger) was already a lost cause.
Seminars were a letdown this year (they
have never compared with those of Ropecon anyway). The
two exceptions to the rule were the first two
presentations on Saturday, first about working for the
games industry abroad and then next-gen game design
(given by my immediate boss at Recoil). Axes Denied
concert of old game tunes with modern instruments was
cool but I still think the C-64 tunes suck (Turrican
ftw!). I bought a new flash memory stick for my keyring
and new earphones (the bloody Koss Sportapros always fall
apart on me). Leena got a real fancy-schmancy keyboard
but I think I'll cope with my old for the time being.
Yesterday I printed out 150 pages of
Stalker and today I took it to Yliopistopaino for a
tape-back binding and cardboard covers. I need a book to
run the game at Ropecon and it will be cool to see what
it looks like in a semi-final format. I already have a
suspicion that my margins are too narrow and a change of
font might also be in order. I'll know more when I get it
back tomorrow. It is now about 70% of the final thickness
and already looks as thick as Taiga.
On a less pleasant note, I dropped in at
Fantasiapelit today to get a sneak peek at my book review
and got a nasty shock right at the doorway. You could no
longer see any games! Instead, the shop had been taken
over by humongous shelves of manga (which retarded
youngsters kept calling it anime for some perverse <hentai>
reason). Roleplaying games had been pushed all the way to
the back wall, pressed tight and cut down. D20 stuff was
still there but practically everything else had taken a
hit. If you want to buy something other than D20, WoD,
the new Warhammer RPG or Battletech, I suggest you do it
right now. This is not Fantasiapelit's fault. They are a
business and quite a few people live on that store, so
they have to turn profit. They are simply adapting to the
market and remember...
...we are
the market.
31-Jul-2007:
Stalker Music
I usually don't take music to Ropecon and
I doubt this time will be an exception. However, when
playing at home I do have music. I compiled a soundtrack
for the test session of Stalker and it was fucked up. I
had taken bits and pieces from things I thought would fit
the theme: the S.T.A.L.K.E.R. game soundtrack, GSC fan
music contest, various pieces of ambient and new age
music, the Tarkovsky soundtrack etc. Well, the game and
fan soundtracks were an outright mistake. Tarkovsky
soundtrack wasn't bad but he uses music in the movie
"Stalker" in a very unconventional way. The
reason you either love or hate the movie are the long
sequences of non-events, during which the haunting
soundtrack plays out. I think it rocks but it does not
rock that well in a game. We sure as hell don't have long
pauses while we are all just staring at each other.
Next time I am going for something with a
little more melody to it. For some reason I have an
obsession to play "Kuolemajärvi" by Kotiteollisuus
when writing the con-scenario. It does not really relate
to the game in any way, shape or form but there it is.
Mysterious are the ways of the arts. By the way, there is
a very Stalker-like chorus in the song Helvetistä
Itään by the same band.
Älä vanno mitään
helvetistä itään kuljetaan
älä vanno mitään
on matka pitkä, voi käydä mitä vaan
tämä on kuin vieras paikka
voi olla, että eksyn elämään
tai voi olla, että tähän jään
Of course, the song itself has nothing to
do with Stalker. Since we are talking about references,
take a peek at
this. Espoo Cine has it in the schedule and
I guess I really, really, really need to go and see it.
While mutants are mentioned in Roadside Picnic,
they are never described. I've had so much trouble
writing them that seeing what somebody else might have
thought about them can't hurt. The previous
Stalker-related item was the Stalker play by Circus
Maximus a few years back. For some reason it got
really bad reviews from both professional critics and my
friends alike. I liked it, although I do recognise that
some of the actors there kind of... sucked, for the lack
of a better expression. There are rumors of a
western-style Stalker remake being in the works across
the Atlantic. Sounds bad but then again they did a
surprisingly okay job with Solaris, so I'll give
them the benefit of a doubt.
Mike has been posting stuff about his
upcoming Tähti-roleplaying game onto various
forums. This pic here is a shameless rip from the pages
of majatalo.org.
It is the cover image of the game.
Yeah, it is certainly something new and I
really hope it hooks up the gazillion anime fans who've
been flooding the floors of Fincon and Tracon lately. If
that happens the future of rpgs in Finland would be
secured for the time being as enough of them would
eventually migrate to the spec-fic games. They might also
bring with them new play methods and approaches to
gaming. Much more so than the Forge or... hey, did anyone
see where all the manifestos went? Nevertheless, for an
old RPG nerd like me the instinctive reaction to Tähti
is along these
lines.
Now that we got to that guy, I
just have to advertise a little bit: I have been playing Silent
Hunter III for a couple of years but only
now I have accomplished these two things: learn to
survive in the post-1942 Atlantic and commanded a type IX
U-boat (it is the largest of the attack boats;
Milchkuh-tankers were even bigger). As for Silent
Hunter 4: Wolves of the Pacific, it is still
gathering dust on my shelf. I really hope somebody does a
SHIII mod for it.
26-Jul-2007:
Sessions Booked!
Well, not really. I did submit the GM
application form with the times specified in the previous
entry. If you're lucky, interested and reasonably quick,
you might actually get a chance to see me struggle with a
diceless system. So far the scenario is only in my head
but that's something I'll have to rectify come weekend.
And why is that? Because Assembly is next week
and I am so there. I really like the place. Geekery,
technical gadgets, the great hall of the arena is simply
breathtaking with all those myriad lights and computers
about, the pizzas and hamburgers are overpriced but good
and if I get lucky with the weather, I can try getting a
tan lounging outside between the seminars. Assembly is
also an opportunity to meet people, especially old
co-workers from Rovio Mobile (towards whom I
will always have a soft spot).
It is kind of sad that such relationships
do not actually exist for Ropecon. Sure, there is plenty
of people I say hi to and some of those are personal
friends. But I have more fingers in one hand than I have
colleagues in the RPG scene. Yes, doing your own games on
a commercial level really is that special. And even with
those who do it... we are all lone wolves, doing our
stuff our own way. There is really not much opportunity
(or point) to chat about our experiences along the way. I
hope Petri Hiltunen is there. Stories and writing... that
is something both of us understand! Still, I do like
going to Ropecon. It is well organised, loaded with
programme and packed with people. My people. Roleplayers.
I'll skip the final line of doom and gloom out of respect
for a wonderful event.
Working in the games industry has taught
me a bad habit: hiding things. There is so little I can
say about my work that I am getting secretive about my
hobby projects too. If there's money involved, there
might a good reason not to spill the beans but most of
the time there's no real reason for it. And while I can
more or less understand Recoil Games' stance on this with
its multi-year project plans, the secrecy around mobile
game development always struck me as a bit funny. The
development cycle in mobiles is so fast that even if you
were loud about your projects early on, nobody could cash
in on the idea faster than you. Oh well, that kind of
openness is not going to happen.
So, just that you know: I am still
working on Stalker. It is on page 150. I am just wrapping
up mutated beasts and going into the Zone tribes,
mentioned but never shown in the novel. It has been slow
going since it is all extrapolation of very little source
material and digging up differences between Zone
creatures and your average monsters has not been easy.
They can still be abused quite badly but at least I
tried. After finishing the tribes there will be the whole
Xenology part, namely artifacts and monuments and that is
the end of Gamemaster's book. Depending calendar, I may
have to go light on the Zone Book but it looks like we
are looking at least 200 pages or so in total. You could
easily add another 30 pages by compiling lists, charts,
sheets and classifieds. Stalker will be about the size of
Praedor 1.1.
24-Jul-2007:
Con Scheduling
Ropecon
programme has finally been published (ABOUT
TIME!!!) and I am faced with the task of deciding
what to see, what to skip and where the heck am I going
to put the eight hours of Stalker I need to get my free
ticket. This year's theme is romance and interpersonal
relations. I feel a pang of guilt for not having Towers
of Dusk ready for it but I just couldn't. Not with
the book, Stalker and my job pressing down on me.
Stressing out and having my summer vacation ruined by
stomach problems were the last straw. Now I am just glad
if I can prepare a Stalker-scenario for Ropecon in time.
Going through the programme, I listed
stuff I might want to see:
PE
16-17 Tähti-julkistus (publishing of Tähti
RPG)
17-17.30 Avajaiset (Opening ceremony)
17-18 Pervasiivisten pelien etiikka (Ethics of pervasive
gaming)
17-19 Viktoriaanisen Englannin pimeä puoli (The dark
side of Victorian England)
17-19 Zombeja parhaaseen katseluaikaan (Zombies in prime
time)
19-20 Pöydältä kirjaksi (From the table into a book)
22-00 Verkkoteknologia roolipeleissä (Networks and
infotech in roleplaying games)
23-01 Climatepunk (ecoscifi- and eco-holocaust scenarios
in RPGs, Sarasvatin hiekkaa springs to mind)
LA
12-13 Suomalainen pelisuunnittelu (Finnish game design)
15-17 Avaruusooppera ja sodankäynti (Space Opera and
warfare)
15-17 Robin's Laws of Good Gamemastering
17-19 Roolipeliteoria käytännössä (RPG theories in
practise)
20-22 Play like a Girl
22-00 Rautataivas (Iron Sky, new film production by the
makers of Star Wreck)
SU
14-16 Get Real; Tappaminen (Killing)
14-16 Kauhu ja Romantiikka (Horror and Romance)
18-19 Päättäjäiset (Closing ceremony)
In addition, sometime in Sunday there's
supposed to be a some kind of game design thingie
somewhere and I am supposed to attend. That is pretty
much everything I know about it but maybe they'll tell me
more. In any case, lots of overlap and on Saturday
evening the RPG theories in practise -panel is a must
since I am one of the panelist. Just WHAT am I doing
there? The panel moderator must be setting us up for a
fight.
Last year, Code/X proved to be
the best con-RPG I had ever run. It was built for that
kind of gameplay from the concept up and the bloody thing
actually works. Like a charm, in fact. The idea was easy
to grasp, the system was simple and everybody seemed
relish in the environment. I was surprised at how equally
competent gamers from different age groups seemed to be.
Maybe the game and genre averted areas where differences
might have arisen, or maybe I was just lucky with my
batch of players. Either way, fun gaming ensued.
Stalker is more ambitious and less suited
for quick one-offs. I am using the characters from the
test session but the ability/drawback system embedded
into the characters means there is more to learn in the
characters right from the start. I am planning for two
four sessions, both based on the same scenario (although
when it is happening, I somehow always seem to modify the
scenario for the second run, even if I didn't think there
was nothing wrong with it the first time around). Now,
when to have them? I'd typically have one session on
Friday and another on Saturday. Oh boy, that is going to
wreak havoc on my Friday schedule... Damn, I really would
have liked to see Eero's zombies. But Climatepunk is an
absolute must for a post-holocaust buff like myself.
So, if the Friday session starts at 18.00
and ends 22.00, I've got it covered and can even grab a
bite before the session. As for Saturday... Starting at
20.00 and ending at 24.00 would be give me one hour to
recover and stop the bleeding from the RPG theory panel.
It is going to be a late session and I'll miss Play like
a Girl. Damn it, again.
I could avoided all this hassle by
offering up a presentation on something like my book;
hosting a programme event gives you a free pass for the
whole convention. Unfortunately I didn't think about in
due time since I was still writing it back then and it is
geared more for the Indie videogame crowd anyway. Maybe I
should write another book on RPG development some day?
Oh, I am sure certain people would say it is not even
worth the paper for lacking all the fancy words they make
their living on... but for some reason you get games that
way. Strange, ain't it? ;-)
20-Jul-2007:
Riimuahjo!
Looks like I can postpone my gloomy
visions for a while. Roolipelaaja.fi
has just announced the existence of Riimuahjo
(literally "Runeforge"), a brand-new Finnish
RPG publishing house that will not only take over the
Roolipelaaja magazine but also Mike's Tähti-roleplaying
game, for starters. Founded by Juhana Pettersson, Mike
Pohjola, some guy from H-Town and Mikki Rautalahti, the
outfit is too young to have its own, sloganized website
yet. I'll link it (with banners) as soon as there is one.
I'd also love to tell you that Burger Games is somehow
cooperating with them but in all honesty, what the hell
would they need me for? Anyway, this is major good news
regarding the Finnish RPG scene. Sure, there is myself, Ironspine and Arkkikivi.net already
but they are all more or less single-man shows with no regular
output. Riimuahjo needs to be a real company
with employees and all just keep Roolipelaaja rolling.
Awesome stuff and I am sure we'll be hearing more from
these people at Ropecon.
By the way, I'm really beginning to miss
the programme schedule for Ropecon by now. I am supposed
to attend the admittedly ill-advised RPG theory panel and
the Game Design Day on Sunday, then run two sessions of
Stalker and now I think there will be a bunch of
Riimuahjo-related programme I want to be watching. I need
to plan it all out and I can neither do that nor sign up
as a GM unless I get my hands on that schedule. Ropecon
is only three weeks away, people. Time flies!
17-Jul-2007:
Disturbing Vision
A week ago, Burning
Empires won the Origins
Award for being the best RPG of 2007. Didn't
notice? Yeah, me neither. And the game is not to blame;
I'm told that Burning Empires rocks and I have no reason
to contest that. What I am worried about is that almost
nobody noticed and more than half of those who did
probably won't care. Will the award have any effect on
its sales? Probably yes but very little. D&D3.5 is
the only game with significant sales out there anymore
and I honestly think that CCP Games saved the White
Wolf's... tail when it bought the company. It has been
suggested to me that the next edition of D&D will
flop, sales-wise. I am no oracle but my gut says it's
true. I've seen print runs of new games drop from 10,000
to 5,000 to 2,000 to 1,500 to 1,000 (and in occasion to
500) and that, ladies and gentlemen, is for the
global market. By comparison, the opening run for
Stalker will be 200 copies, just like with Praedor. And
that is for the Finnish market. I doubt
it is really true but sometimes the numbers work out like
Finland would represent a good share of the world's RPG
sales.
As for PDF books, don't make me laugh!
You might buy one or two of those but to use them? Very
few people go through the trouble. It is like all the
expenses and work for developing a real supplement but
fewer sales and no real effect on supporting the
franchise, even if you save the printing costs. Then
again, I don't really have the right to criticize other
peoples' supplement support, do I?
The
Dragon magazine is gone. Who gave a shit
about it anyway? Well... quite a few people, actually.
Without its own media, the global scene will wither and
even RPG.net looks a little worse for wear these days. Of
course, reducing non-WOTC content next to nothing was the
beginning of the end for Dragon already long ago. Still,
Dragon was a big influence for a very long time. I am
really glad that we have the Roolipelaaja
magazine. When Stalker comes out, there will be
a review. It might be bad but at least about a thousand
people (or whatever the subscription base is atm) will
know it is there. Globally, there is no way to
get a word out right now, no matter who you are in the
industry. The Internet just won't cut it, apparently.
I have this disturbing vision from the
future where Eero
Tuovinen, myself and (apparently immortal) Kauko
Nieminen are standing side by side at Hietalahti
Square. We are all promoting our self-published books and
the average bystander cannot tell any difference between
us. Fortunately some grizzled old RPG theorists come
shopping so that they'll have something new to talk about
back at the Pensioner's Home. Although the baffled nurses
beef up their medication every time they do it, so far
the business has been good...
15-Jul-2007:
Silent Hunter 4 is Sunk!
I hope it is just a machine configuration
issue and other submarine captains out there have better
luck than I do. Every time I have tried SH4, it has
turned out to be a keel-hauling. The original retail
version did not work in any way, shape, form or function.
It was a drastic example of how niche-simulationists can
be ripped off because they are starved of games and buy
anything coming their way. In my experience SH4 was
completely unplayable but this of course depends on what
you count as playable. So I gave it a rest and waited for
better times; version patch 1.3. to be precise.
Dowloaded, patched and off we go.
Choosing Asiatic Fleet instead of the
Pacific Fleet is actually choosing between a playable and
mind-numbingly boring game, even when it works. The
Pacific Ocean is huge and you pretty much have to turn
the "unlimited fuel" option on if you are going
to get anywhere from Hawaii. The Asiatic Fleet starts
with a crappy S-type submarine but at least it is based
in Manila and the whole Imperial Fleet is bearing down on
you. Enemy has total air superiority, so you stay down by
day and cruise around at 7-9 knots during the night.
There is a fair amount of shipping to be caught, so it
does not look too bad in the beginning.
Target in sight! Seas are a bit heavy. So
heavy that my torpedoes are actually flying in the air
half the time and the target destroyer is fully submerged
on occasion; while waves like this do exist, I get the
feeling that scaling of wave motion to the objects is a
bit... off. I've never seen a map view implementation
this bad before, either. It is impossible to get any
sense of scale and what you see in the scope and on the
map do not match when it comes to perspective. Or that is
the general impression. Anyway, locked, loaded and firing
tube one! After an agonizingly long wait (roughly three
times that of a German submarine but maybe that is
realistic) the fish is out, swimming... err... flying
towards the target, leaving a white wake in the air
between the waves. As usual, the auto-TDC is off and my
fish is barely hitting the stern of the enemy but there
is definitely an impact. KABOO... *CRASH*
It turns out that hitting a ship with a
torpedo has a roughly 50/50 chance of crashing the game.
Now that's a new twist and there is a limit as to how
many new twists I can take. Pisses me off, really. That
and a million other tiny details. All buttons are always
yellow, so you can't see which options are on and which
are off. Unless you are using quick keys, selecting a new
crew station does not actually take you there unless you
then click a station-specific "go" function
button. Target distance and speed have to be brought up
separately in the scope view and there is no easy way to
get any meaningful stats out of the torpedoes or the guns
I am carrying. And finally, if you are going to do the
crew management page as badly as it has been done here,
it is best not to have crew management in the game at
all.
Oh well. I guess it is back to the
waiting list for patch 1.5. or something. Playing the
hell out of my good old Silent Hunter III in the process.
Did you know that as an Axis U-Boot Kapitän you can
actually cut the Mediterranean in two by blocking the
Straits of Sicily?
10-Jul-2007:
Best Kind of Gamer
wstryder (whom
I would like to thank by his real name but I don't know
that) has come up with Praedorator,
a nifty browser-run application for Praedor. I
have also linked it from the Praedor
website, in "kirjasto" section. Praedorator
lets you create quick and dirty NPCs from any creature
template in the rulebook, tweaked according to the
desired power level (Joe Average ... Conan). You can even
create multiple individuals at one go. What can I say? As
GM help applications go they don't get much better than
this.
Few things have pleased me more over the
years than the Praedor player community. The RPG is still
being actively played seven years after its release,
people are developing their own system and setting mods
and I still get feedback (and occasional fanmail) from
both old and new gamers. That is the best kind of gamer,
really. As a single person doing this on my spare time I
can't really provide the kind of support that an
established game company could. My time is limited and my
interests are shifting, so contributions by the players
themselves have always played an important role in
keeping the RPG alive. I owe this guy a T-shirt if I run
into him at Ropecon. I hope he wears XL.
P.S.
He turned out to be Lauri Rantala.
Thanks, Lauri. From my past experiences I can only
conclude that Lauris are universally useful people.
08-Jul-2007:
Holy Crap, Vacation!
Actually, I've been at it for a week
already. Just came back from Amsterdam. Remember a couple
of years back when I
got yelled at for suggesting that Irti Huumeista
Ry. might be a good partner for Ropecon? Well, since
Cannabis was apparently such a good stuff and I was just
a victim of narcophobic brainwashing by the government, I
had to try out space cake (chocolate cake laced with
cannabis). I tried it on two different occasions and both
times the result was the same: no effect whatsoever.
Except that the stronger cake had a funny aftertaste.
Others in the group contemplated whether or not Cannabis
made me sleep late the following morning but I was
sleeping late all the time so I don't think it counts. In
short, the experiment was a glorious failure. I still
don't have a clue as to the positives and negatives of
Cannabis, except that chocolate muffins with "magic
ingredients" cost three times the normal. Just like
alcohol.
I am not kidding. After a
near-disasterous binge-drinking incident at the age of
14, I have been reluctant to touch alcohol and remained a
tee-totaller until I turned 30. That's when my father
tricked me into drinkig sweet liquors. All the while,
people have been telling me about the "alcohol
high", when you are supposed to feel relaxed,
social, comfortable, you know the drill. It is in the
schoolbooks. Well, sweet liquors count as candy for me
and I do like the refreshening effect of Absinthe, but on
the whole, I have noticed only two alcohol-related
effects: Drinking some makes you sleepy and drinking more
gives you vertigo. As for relaxing or having some kind of
"high" by drinking alcohol, it has never
happened with me. Oh yes, it can also make me feel like I
had fever and turn my already red face to an even
brighter shade of crimson.
Apart from failed drug experiments,
Amsterdam was a great place and I am looking forward
going there again next year. It is also very nice that
such a place exist; where one can actually try out soft
drugs for the sake of curiosity. The city is clean, safe,
not too expensive and the Red Light District doubles as a
body art gallery at night if you are not interested in
"buying". Wonderful museums too, although the
Maritime Museum being closed until 2009 was a
disappointment. Somebody might consider the level of
service in most restaurants appalling but hey, coming
from Finland it felt right at home. By the way, I didn't
stay in a hotel. We lived in a ship.
Of course, I went to a game store called The
Gamekeeper. Although it still retained
its resident RPG expert, the RPG shelf was about half a
metres and I was told that roleplaying games were a dying
breed in Netherlands. There has never been a Dutch RPG
(actually, the Internet begs to differ but I haven't been
able to find solid proof of this) and the scene has been
eaten alive by MMOs. This is interesting. In Finland, the
two scenes co-exist and overlap to a great extent. In
short, a person playing MMOs is more likely to be also a
roleplayer than a person who does not. I view MMOs as a
potential bridge between the mediums, bringing new people
into spec-fic entertainment and thus within the reach of
the more popular RPG genres. There is some interesting
stuff afoot regarding arcade roleplaying, so stay tuned
for further updates.
While I failed to get stoned in
Amsterdam, my long-time fan and scene activist Erkka
"Sterle" Leppänen has rolled up his sleeves
and started his own company: VASKIKIRJAT
is a book publisher with its focus on translated
speculative fiction and occasional domestic works.
Vaskikirja starts out with famous fantasy novels but are
planning (and I am hoping) to expand their selection into
science fiction as well. Let's see if I can talk them
into a book deal sometime next year. Congratulations,
Erkka. I wish to see you kicking ass and starting out
with Leiber's Thieves of Lankhmar is definitely
a step into right direction.
28-Jun-2007:
Correspondence
Jari Lindholm dedicated a whole
entry into responding to my Games vs. Movies entry
and he wrote it well. So well, in fact, that it warrants
a civil response. He agreed that comparisons between the
two mediums (movies and games) are not sensible and
correctly pointed out that he didn't start it (which I
had noticed but for reasons beyond human understanding
failed to make clear in the entry). He also makes valid
points about our two disagreements.
For example, in retrospect the 3% vs. 97%
comparison I made was stupid, since I was doing exactly
what I had just criticized and I'm not any less
vulnerable to the difficulties involved than anybody
else. I do maintain that Renoirs, Bressons, Kurosawas and
Lynches all fit into that top 3% of all movies but I also
suspect that Jari has a better taste for movies in
general than I do. Being an anti-intellectual, I
willingly watch all sorts of crap either for amusement or
for genre research. You can also catch me in the closet
watching Almodovar. Seeing an art movie is
always a gamble but sometimes it pays off. Mini-movies
too! Ukkonen!
Jari also points out, again correctly,
that while games are intended to make money, there is a
flourishing sub-culture of art movies where financial
return is of secondary importance. I'd love to disagree
but the only strictly non-profit premium game that comes
to mind is America's Army. There simply isn't a
comparable financing system or clientele for art games.
Should there be and how would that come about? Now that
is the question. I am not sure if non-profit-oriented
films equal "taking the medium forward", as
opposed to "providing a thought-provoking
alternative if you're interested". It is probably
good that such things exist but can you really say that
they are better movies? Crowd-pleasers still outsell them
by a factor of 100 and every ticket is a vote for that
movie and style. That's why I don't think the movies as a
medium have gone anywhere from the crowd-pleasing days,
even if the margins are a bit wider.
I'd also like to note that videogames are
not written just for profit. Every developer
wants to do games that he likes. While the cost-induced
risk aversion often forces us to compromise, almost any
game out there is also a labor of love (unless you are in
sub-contracting and it can as easily be a labour of
hate). Furthermore, the lower end of the budget and more
recently the growing casual gamer audience leaves
wriggling room for "artsy" titles, few as they
are. Introversion
Software springs to mind (not that Defcon
has much of a plot; I don't know about the other two).
Finally, the East European/Russian game development scene
seems worth watching. Lacking money and sometimes skill,
they make it up with ideas and enthusiasm.
BTW, I do like Max Payne games and would
not call them a banality (although I have also seen my
fair share of games that I would). I thought the story in
MP1 to be good enough for a shooter, even if it was quite
gamey. Then Max Payne 2 came and really grabbed me by the
throat with its un-gamey story and a serious stab at
character drama. It was all very complex and non-linear,
which apparently alienated ordinary gamers but I really
liked it. If that makes me shallow, so be it.
Finally, we disagreed on the quality of
story writing in old adventure games and again, I shot
myself in the foot by making a Hollywood comparison. But
even so, I am willing to give the old adventure games
more credit. They were, mostly, faithful to their genres
and usually found the good in them. I admit that to make
one into a movie you would have to select a specific
order of doing things and dramatically intense sequences
of puzzle-solving successes, failures and chance. It
would be a very different experience but I think they
would still be great. Note that I am not an adventure
game fan myself. I got the best kicks out of them by
watching someone else play and perhaps participating
through commentary or suggestions. Maybe I felt so
strongly about their stories, events and characters
because I did not have to worry about the gameplay or
interactivity.
Whew! A long and rambling response. Now
that is all said and done, browsing through it makes me
wonder if it all boils down to a matter of taste in the
end. This is probably an unsolvable debate between two
people. And I just noticed I could have written it all in
Finnish into his blog commentary. Oh Hell. Maybe we can
keep it to the comments from now on.
26-Jun-2007:
Games vs. Movies in Stories
While I don't like making comparisons
between games and movies any more than I like making
comparisons between fish and boats (the only things in
common being mobility and water), everybody else does.
There is no way of ignoring it. I personally think that
movies or television series have more in common with
books than they have with audiovisual games but we are
victims of marketing; either believing they are like
movies or being at the financial mercy of those who do.
Every now and then (and this time by
following a link
from Jussi Ahlroths blog), I
run into these claims that while movies have moved
forward and become an established form of art, games are
still in the level of the early silent films regarding
storytelling, character depictions and human emotion. It
is not entirely baseless claim but I have always wondered
about one thing: Where the hell do they get this idea
that movies would have progressed either? While it is
true that the top 3% of movies beat pretty much anything
I've seen in a videogame, the top 3% of videogames also
beat the crap out of the remaining 97% of the movies. On
the whole, I think the two mediums are pretty much equal.
Now a claim like this is sheer poison to movie buffs, but
bear with me.
Games differ from movies by, well, being
games. That means interactivity and player-dependent
action measured against standards or goals. This requires
choice and choice begets more choices, which in games are
often forcibly restricted. But even in a most railroaded
game, like Gears of War, where the dialogue is unchanged
whatever you do, you can still play the gameplay
sequences any way you like and most of them would suck if
presented in a movie. But it is interactive and it is
your own doing, so you won't get bored. You might even
enjoy it more than if it was a movie scene and directed
by someone who actually knows what to do. How to best
describe this... as a movie, it would be like a Jerry
Bruckheimer film where the action scenes are directed by
complete morons. Having excellent dialogue and scripted
character drama in between can't really save it. Besides,
however much the lead character sucks in the action
scene, the dialogue does not really make a reference to
his performance because that would lead to the
choice-begets-choice scenario that games must avoid. In
short, while you can have movie-like scenes and even chop
up stories from movies into a game, some things are out
of reach, while you can do some things that movies
cannot.
There are very good game stories out
there. Adventure games have wiped the floor with the most
of Hollywood screenwriting for ages and the stuff that
you can do (or just seems to come together) in the better
player-driven MMOs is way beyond anything you can achieve
on a screen. Action games have been ridiculed for their
inane stories but in the best of them you don't have a
linear narration but instead are given story elements,
perhaps in no particular order and you get to create your
unique story as you play through the game. Awesome things
happened to me in Far Cry without scripting and I'd be
hard pressed to create anything that cool intentionally. System
Shock, Far Cry, Deus Ex, Thief I & II, S.T.A.L.K.E.R...
are they examples of good stories? Or narratives?
What is a story in a game? How do you
define the story in an interactive medium? Ultimately, it
comes down to user experience as games cannot have
stories at all without user participation. In My Humble
Opinion, of course.
Of course, this is not to say that the
game stories on the whole could not be better. All of the
games named in the previous paragraph have one thing in
common: they are small-scale productions, high-risk
ventures or sleeper hits. If you look at the blockbusters
of the gaming world (by budget and intent), you get a
list like this: Doom 3, Gears of War, Return to
Castle Wolfenstein, Quake 4, Need for Speed: Carbon,
GTA... Now, the last game does not count, being
mostly what you care to make of it but the first five are
bad enough to make a grown man cry. Doom 3 is one of my
pet hates in every regard and Quake 4..., well, I enjoyed
the military scifi feel of the early levels but it
deteriorates quickly and the storyline they began in
Quake 2 has never been strong. Wolfenstein is a special
case in craptacularity since that game tried to look like
a movie. If it was one, I'd give it 1.0 at IMDB. Undead,
Nazi bimbos, medieval curses and not even a speck of
humor. Smaller budget games tend to fare better in this
regard, just like movie experts tend to rate small-scale
films without a vast special effects budget higher than
the summertime blockbusters.
25-Jun-2007:
Good Review & Illusionism
This was a good day. I got to read a
glowing review of my book the first thing in the morning:
http://www.melankolia.net/kirjavinkit/2007/06/pelintekijan_kasikirja.html
I am especially glad for this part:
"...teos on helppotajuinen,
vauhdikas ja onnistuu alle 200 sivussa kertomaan, kuinka
pelintekoprosessi etenee ja mitä pelintekijöiden on
hyvä tietää."
Now that is precisely
what sets Pelintekijän käsikirja apart from its
competition and why you should read it instead of the
1000-page bricks. If I have really managed to pull that
off, the book is a winner. Just because it is a factbook
does not mean it cannot be entertaining.
On second news, I have just learned a new
term: illusionism. It is supposed to be a bad
thing according to the Forgers but by to this article here,
my next roleplaying game (Stalker) is actually
instructing the gamemaster to do it, as it makes it
easier to handle large action-intensive systems such as
the Zone (or Borvaria in Praedor). Then again, I am
thinking this from the viewpoint of the story and
providing the players with a seamless Otherwhere-experience.
I wonder if that is simulationism? But even more
importantly, I am wondering why I am wondering about this
shit? Sometimes reading the debates at majatalo.org
can endanger your sanity.
Mike's upcoming game, Tähti
("Star") has aroused some disbelief on various
forums. Some people can't believe it really is a game
about futuristic mutant teengirl popstars. For myself, I
don't doubt it for a second. While we still have to wait
for a month and a half to get a look at the game, I find
the publishing method intriguing. H-Town Oy is the outfit
that publishes Roolipelaaja-magazine (among others, the
common term here is "pelaaja"). The game is of
the same size and print quality as the actual magazine,
making it very easy for H-Town to publish the game as a
special issue of Roolipelaaja. How do they handle rights?
Does Mike retain the rights to the IP or is it an H-Town
product after that? Because if the author would retain
rights to the IP, I could approach H-Town myself with
several Code/X titles.
But let's see how this "Tähti"
turns out first.
P.S.
I just noticed that my favourite
desperate roleplaying theorist Jiituomas
has also gotten his hands on Pelintekijän käsikirja.
He has given it pretty much the same treatment he gives
to everything associated with me. Not that I would treat
him any better, mind you. My favourite line from his
review is:
"In a country like Finland,
apparently any hack can call himself a game designer and
get away with it."
Is being a "hack" a step up or
a step down from being the "the most vocal
anti-intellectual in the Finnish RPG scene", I
wonder?
20-Jun-2007:
Mike's Secret Project
Since I got a press release about it from
H-Town (from two sources there, actually), I presume it
is not that secret anymore. The full text is here
but the core concept is summed up nicely by
this:
Kustannusosakeyhtiö H-Town Oy julkaisee kesällä
lähitulevaisuuden mutanttityttöbändistä kertovan
roolipelin Tähti. Tähdessä pelaaja eläytyy
teinitähden elämään keikkailun, fanien, treffailun ja
julkisuuden pyörteissä.
Mike is also offering previews of the game setting and
genre in his blog.
Check the menu in his left sidebar; he has
really given it some thought. The idea of a girlie-punk
band from the near future may sound completely
non-sensical to an old skooler but there is a method to
his madness. Mike is trying to bring new people into the
hobby and by... hmm... going boldly where no man has gone
before can actually accomplish that. To be honest, I am
skeptical about a pop band RPG having the right pull with
the right crowd but if I am wrong, so much the better! I
applaud his guts and versatility in taking on game
writing challenges. I was just wondering why the girls
need to be mutants? Tähti will be published at
Ropecon and to my knowledge does not have its actual web
pages yet.
Anyway, I was very pleased to hear about this. We have
all (myself, Mike, Miska, Eero) talked shit about
reaching out to new audiences and making roleplaying
games as a hobby more approachable. I have my concept of
Arcade Roleplaying (so far rather poorly represented by Code/X) and
Miska lists Ready To
Play -game concepts on his website. Mike is the only
one who has actually done something real about it. Burger
Games will never do an RPG about girlie punk bands. I am
much too Old Skool and Hardcore for that. But I will, at
some point, make a roleplaying game targeted at beginners
and non-roleplayers. When it happens, I am going to study
Tähti quite a bit as to how it is done. Mike
has not only opened new frontiers for the scene but also
given the rest of us something entirely new to build on.
18-Jun-2007:
Fathers in Videogames
The rest of the world is having Father's
Day today. For some reason Finland is different but
working in a mostly English-language industry, you tend
to notice these things. That got me thinking about
fathers in games and I did a little survey. You may
remember my Greatest
Monster In Games -entry, where I marvelled at
the horror a 50-year old woman causes in game developers.
On the other hand, videogames are suffering from an
overabundance of 50/60-year old men, namely the
characters' fathers. They have an annoying tendency to
get dramatically killed and thus need to be avenged, or
vanishing while the player character was young so that
they need to be found now that he is an adult. This must
be the single most common emotional theme in videogames.
Not that it would be exactly rare in adventure films
either.
Rune, Hard Truck Apocalypse, Aquanox
2, G-police, Lost Planet, I-war 2... and
the latest game in the series of father troubles will be Fallout
3, according to some hype leaked by Bethesda.
It kind of makes me wonder what happened
to all the mothers? Usually there is no mention of them,
even when the father is well known. About half of them
died at childbirth and there is a good-sized minority of
mothers getting killed when mysterious attackers
destroyed the lead character's hometown/space
station/ship/whatnot. They are never found alive later
on. In all the games I've played, I haven't seen a joyous
reunion with somebody's mother even once. Not once.
This is probably because they would be women in their
fifties and thus monsters, according to the infallible
game developer logic. For a bold and innovative industry,
we game developers sure love to stick with our clichés.
But someone else can fight this windmill. The last one
already burned me out.
Publisher mailed me a copy of Pelintekijän
Käsikirja. It is thinner than I expected and
although it has plenty of free space on each page, the
layout of the actual text still feels a bit crammed.
However, something in the whole page setup does appeal to
me. Not bad. And there is no denying it: I am proud to
have written another published book. It is I also have a
benchmark for your average softcover pocketbook. They are
about twice as thick, so I make that 500,000 characters
long. The next time I am writing fiction I am setting my
sights on that. Unfortunately it is likely that the next
time I want to get some of my fiction out I have to
either publish it myself or take the long road with
script submissions to publishers and all that. It is a
long and rocky road.
Assuming there is no interference from
book publishers, I might be doing a license game built on
Code/X soon. That would be the first commercial
application (or at least an attempt) to make an Arcade
Roleplaying Game. The other alternative, if there is a
snag with the license, is to go for a Stalker supplement,
or rather, alternative setting IP. Vyöhyke 1910 (working
title) is Stalker seen through the eyes of H.G. Wells or
Jules Verne. It has already been explained on this blog
but one of these days I have to write a promotional
entry. After all, I would own the bloody thing as long as
I avoid the word "stalker" in it.
On a final note, I bought a 50-inch TV.
The sea in Deadliest Catch is soon going to look
a tad bigger than before...
16-Jun-2007:
Hard Truck Hallelujah
It was made in Russia.
It has outdated graphics and terrible
voice-acting.
The lead character looks, talks and acts
like a retard.
It is from a niche genre.
It has a wonky concept.
It has a review score average of 47%
across the 'Net.
And I haven't played anything else the
whole week.
It is called Hard
Truck Apocalypse and I bought
it for 15 euros from Gamersgate.
It might be the most well-spent 15 euros I've ever handed
in for a budget game because I fucking love Hard
Truck Apocalypse. It is a game about vehicle combat
in a post-holocaust future, featuring several 5 x 5
kilometre regions complete with roads, rough terrain,
off-road plains, trees you can knock down, villages,
towns, ruins with loot in them, fuel stations and of
course, enemies to shoot at. These come in three
varieties: all sorts of vehicles, fortified positions and
special monsters that I have only met once and heard
rumours about another. HTA also features a branching
storyline that I haven't fully explored yet. I don't know
if the branches will ever even merge.
As if this would not be enough, HTA also
features a trading system with a variety of goods. You
can repair, upgrade, arm and re-colour your vehicle in
many utterly perverse ways. You can (and at times should)
ignore the storyline and play the game as an open-ended
trading-action simulator. Little cash and goodies can do
wonders for your survivability in the coming adventures.
You can also loot destroyed vehicles, choose between
different factions in the game world, gossip and accept
missions at bars and explore the far corners of the world
in search of rare weapons and items. Besides, the region
map is filled in only as you go to places, so it is good
to explore a little when you get to a new region. And
finally, a good deal of the stuff in the world is
destroyable. You can knock down trees and lamp posts, or
smash through fences.
Viewpoint is similar to third person
shooters, except that you are controlling a vehicle. I
drive with the arrow keys and use the mouse to aim and
fire. Weapons come in three calibres and can be mounted
on hardpoints in the vehicle, with not all of them able
to shoot in all directions. My current configuration is
most effective against enemies attacking from left front
sector. The HUD includes weapon displays showing their
status, a speed meter, distance to objectives, damage
indicators and finally a radar showing the relative
position of nearby vehicles and fortifications. The range
is short, so looking around with the Mk1 Eyeball is your
best bet, especially since the viewing distance can be
extreme. That is why speeds are relatively slow, allowing
not just smooth scrolling but also time to look around
and actually make planned moves in combat. Besides, the
terrain is often hazardous, so you have to keep an eye on
that while driving or fighting. You are not attacked all
the time and sometimes you are just driving for minutes
on end. Somebody might consider it a design flaw but I
like the sensation of driving across a vast, wild
territory on post-holocaust Earth.
Oh yes, the explosions are quite beefy
too. It is very satisfying to see your four-barrell
modified AA-gun hammer the enemy until it bursts into
flames, blows apart and you see burning debris rolling
downhill. Burning tires can actually get quite far.
Especially at night, the view of a battlefield littered
with car parts soaked in burning fluids can be
breath-taking. Graphics in general are good and crisp.
Nothing to write home about if you work in the industry
but I like them. Especially some of the settlements and
ruins fill me with a strange glow... Gameplay is good and
controls are clean and responsive. I have rarely, if
ever, encountered as well balanced difficulty progression
and reward system but this may depend a lot on your play
style. I explore, so I tend to have more money than if
you would just focus on the storyline. Speaking of it,
I've logged more than 20 hours. While I am now exploring
the other branch of the storyline, I did not actually get
to the end of the first one. There can be 50-100 hours of
gameplay waiting for me here, especially since it is not
all tied to the story.
So what's not to like? While I disagree
with the reviews, I do understand that the initial
impression can be off-putting. I can only guess that the
developer, Buka,
originally intended to have animated faces on all
characters and then ran out of time. So they settled on
an idea that the air is so toxic (even though vegetation,
birds and even edible crops seem to be doing fine) that
everybody wears a face mask. The two ugliest masks in the
game are actually in the opening scene, yours and your
father's. They don't look like masks but faces that were
left unfinished when the decision to drop the animations
was made. If you missed the intro part about the masks,
you might consider those two retarded zombies. It kind of
kills off any sympathy, immersion or interest you might
have had for the character.
Later, when the decision about the masks
was already made, the graphics artists have actually
gotten around to designing masks that look good and fit
the rest of the gear the NPC's are wearing. Unfortunately
nobody thought to re-do the mask of the player, so he
keeps looking like a retard all through the game. Other
than that, the masks are okay for most of the time and
absolutely great on occasion. So great in fact, that I am
ripping off the idea of masks for scavs in TAIGA 2.0 if
it ever gets done. I don't buy the toxic air for a second
(especially after seeing the jungles of Sacred Grove). I
can agree that people agreed to wear masks because they
are so fucking cool but the lead character had inherited
his father's crappy fashion sense.
Next, the sound designer ought to be
shot. Explosions are good, gun sounds are okay and
driving sounds I can forgive. My definition of Hell is a
place where you have to listen to the HTA voice acting
and soundtrack on repeat. Perkele! From discussion
dialogue to threats and boasts in combat, the voice
acting is... uninspiring and all characters sound tired
and bored to death. Apparently somebody's death in combat
is not a big deal and even the death screams are lame. If
you are going to use voice-acting, you better do it right
or it is an immersion killer. As for the soundtrack, oh
Hell... I think the Ukraine
representative for the Eurovision Song Contest 2007
sums it up best. People apparently listen to this kind of
crap east of the border but it does not fit the game in
any shape, form or function. You can go insane for
listening to that for too long. I never thought music
could be a game-killer but it is true. My strategy was to
turn off the music entirely and play something else on
the background instead. Type O Negative worked best, I
think.
All in all, two thumbs up for anyone who
loves car combat, post-holocaust or tinkering with the
kind of cars that would not pass government inspection
(or gun laws). Rarely has a budget game given me this
much value in return and post-holocaust games in general
do not grow in trees. Oh, something just went splat!
on my windshield! Hey, it is... eh... was Auto Assault
from NCsoft! We'll wash it off at the next gas station.
Here are some
trailers.
14-Jun-2007:
Perfect Timing
I swear I had not planned this to
coincide with my CP/P conversion entry but my publisher
tells me that Pelintekijän
käsikirja (or is that PELINtekijän
käsikirja?) has come out of the printers. It is only a
matter of days now before it hits the stores. As for
sales expectations, I'll settle for 40,000 copies sold
this year. Unfortunately the whole print run is less than
1000 copies (plus the Ebooks), so the publisher does not
share my optimism. The back cover text about me being the
most successful game designer in Finland and stuff is...
err... a tad exaggerated. I did offer them a
more modest version of it but they went for their own
original version instead. Oh well, if politicians can
live with hype like that, so can I. And it all depends on
how you measure success...
As for the book itself, I am quite
pleased with it. It is a grass-roots level guide to the
game development process, marinated in the same kind of
attitude you might have encountered here in this blog. It
is written in such a way that even a moron can understand
it (remember, I
am the leading anti-intellectual in the Finnish RPG scene).
It presents a funcional way of analysing existing games
and gleaning lessons for your own and is packed with fun
quotes and trivia, making it lighter to read and more
interesting non-gamemakers as well. And while my
coworkers may scoff at the whole "Project Management
for Braindead Lemmings" -part, I have wanted to bash
hobbyist game developers over the head with something
like this for years.
Curiously, I am much less stressed about
the reception of this book than I was about Vanha Koira.
Of course, this is already the second time but you would
think that writing a supposed factbook is more stressing
than writing fiction and not least because it is supposed
to be fact. I personally know dozens of people
who have the required expertise to accurately judge
whether it is all rubbish or not. But somehow, I am
confident it is going to go well. Pelintekijän
käsikirja might not be the truth, the whole
truth and nothing but the truth, but is the way I see and
do things around here.
I've been really tired this week,
probably because of problems falling asleep at nights.
Hence, there's been very little progress with anything
but this blog. Fortunately, the weekend is just around
the corner and for the first time since... ever, it
seems, I have nothing planned for it. I just hope it is
also freezing cold that I can just sleep not worry about
the beautiful weather outside.
13-Jun-2007:
Praedor 2.0.2.0. part 2
Character Creation
Converting stat and skill values between
the two systems is actually the easy part. Stat + Skill
has an effective value range of 2-20 that comfortably
matches the skill values used in Praedor. Of course, the
skill levels do not match they descriptions but they
never did that in the original system either, did they?
So I don't think it is a problem and Praedor has probably
a more sensible difficulty curve. To make things easy
(and fitting for a blog), P2020 has the same stats and
skills as CP2020, instead of the six stats used in
Praedor.
If you are converting an existing
character, double the stat value. That should
give you a range of 4-20, which is just right for the
purpose.
If you are creating a new
character, roll 4D6 for each stat and reroll any
result above 20. You can also reroll nine figures
separately and then distribute them into the stats in any
order you wish. The average stat value is 14, but hey,
Cyberpunk characters are supposed to be tough (and real
men use the Praedor-style stat rolling anyway...).
Remember, that when using stats for figuring out
non-profession skill points or initial wealth, halve the
stat values (and round up). However, encumbrance rules,
blood points and deep wounds are just like in Praedor,
with BODY used both as VOI and TER.
There is one new sub-value: Initiative.
This is the average of your INT and REF, plus Combat
Sense if you're a Solo.
Lifepath is one of the
great things in CP2020 and works just like before. You
could screw around with the tables using D6 instead of
D10 but honestly, why bother?
Skills are marked as
N/Y, where N is the skill level and Y is stat/2 + skill
level, rounding up. With existing characters that is
actually the very same stat + skill total you had before.
If creating a new character, the process goes just like
before, except that the maximum skill level anywhere is
10 (and the gamemaster might want to intervene if you
have too many of those). Most skills work as before.
Adding Combat Sense to Perception when in danger makes
Solos near impossible to surprise, though. The gamemaster
may want to separate Combat Sense into its own
"premonitions and vibes" roll. Use your head.
Cybers work mostly as
before, except that bonuses to stats are doubled (the
effect on skill totals is as before since the stat value
is now halved before adding it). For example, each
treatment of transplant muscle now adds +2 points (up to
+4) to Body stat. The effect on skill rolls using BODY is
only +1 because the stat value is still halved. We'll
deal with damage and protection values later. Oh yes,
double all EMP losses.
Equipment works nicely,
except that power armours are out of whack. Avoid them,
or if this is not possible, make the effective BODY
values something like 20/22/24.
Game system
Use the Praedor difficulty levels and
game system instead of the CP2020. Elementary, dear
Watson. Well, not really. Let's look at the math:
CP2020 uses a linear
difficulty system starting from 10 and going up in
increments of 5. Your average stat is 7 and your skill
for an average Joe making a living out of is +3...+5
(varies by skill). That gives you a skill total of
10...12. Roll of 1D10 has the average result of 6
(rounding up and open-ended rolls notwithstanding). That
gives a result range of 16...18, which is enough to clear
a Routine but not enough to clear a Difficult task.
Still, the odds for the latter aren't hopeless.
Praedor has a
probability curve where your average professional has a
skill value of 11. That gives good odds to clear a
Routine roll and even odds to clear a Challenging roll.
The odds for clearing a Difficult roll suck outright.
Range of results is greater but increasingly weighed
towards the top of the curve as tasks become more
difficult.
This gives us a rough conversion table:
CP2020 |
PRAEDOR |
Easy |
Easy |
Routine |
Routine |
Difficult |
Challenging |
Very Difficult |
Difficult |
Near Impossible |
Very Difficult |
The one weakness with the whole thing is
that CP2020 likes to use roll comparisons. You can do
those in Praedor as well but it is cumbersome.
Combat System
Okay, the game system was easy. This is
not. Praedor is based on action/reaction combat that fits
melee combat best. CP2020 has a shooting system.
Fortunately it is not too good either, so I think we can
manage.
Initiative is not
rolled. The guy with the highest initiative acts first,
or not at all. Got it? Remember to add weapon bonuses, if
any. If the other party is surprised, they lose the
initiative automatically. Also, attack rolls are -1D
easier.
Actions are usually done
one at the time but if the player wants to combine more
actions into his character's turn, everything is +1D more
difficult per extra action. Also, if you want to fire two
guns, that is +1D more to each attack roll. Use the lower
initiative bonus, if the gun has any.
Hitting the enemy has a
default difficulty based on range:
Point blank |
2D |
Short range |
3D |
Medium range |
4D |
Long range |
5D |
Extreme range |
6D |
As a rule of thumb, indoors firefights
have 3D and outdoors 4D as default range-based
difficulties. However, indoors have so much more
obstructions and cover that it usually balances out. You
skill is skill total + weapon accuracy (including all
accessories and martial arts bonuses), which can make the
4D roll not quite as hard as you thought. Circumstances
give or take away dice. Basically, any major thing
working for you (shooting at a car instead of a guy in a
car, or trying to hit the enemy around a cover) adds or
subtracts one die from the roll. Minimum difficulty is
still 1D.
Automatic weapons can
fire bursts of bullets. In close range, every 5 bullets
fired add +1 to weapon accuracy. In medium range that +1
is every 10 bullets and beyond that there is no benefit
except the potential for multiple hits.
If the target is hit when firing a burst,
there can be up to three hits in descending degrees of
success. For example, a 3rd degree success when firing
burst would inflict 3 hits on the target, one at 3rd
degree, one at 2nd degree and one at 1st degree. Hit
location and damage effects would be figured out
separately. If this is too complicated, just add 2 points
of damage per +1 of burst fire bonus (or 10 rounds if the
target is too far for accuracy bonuses). It is
unrealistic but can save a lot of time.
Be creative: If the character is
spraying bullets, any higher-level hit is likely to be
multiple rounds impacting the same hit location but
having the combined effect of a single multi-degree hit.
Melee combat works as in
Praedor, except that cyberpunks rarely use shields, there
is no penalty for wielding a weapon in each hand and
high-tech weapons treat all non-high tech weapons as if
they were brittle. For everything else, use common sense.
Jack hits Joe with a monokatana. Joe
is parrying with a Fire Axe. Jack scores a 2nd degree hit
and Joe a 1st degree parry. Jack chops the axe shaft in
two and cuts Joe with a 1st degree hit.
Hit locations are
determined as in Praedor.
Damages are a tough one,
not least because they are so fucked up to begin with.
The lower end does far too little damage and the high-end
is completely off the scale. The Praedor system forces
relative damages much closer to each other. So, how to do
this?
Let's pick a high-end weapon to use as a
reference point, in this case Kalashnikov A-80 Heavy
Assault Rifle (6D6+2). It has a maximum damage of 38. In
the Praedor system I would like to have it do a Deep
Wound +6 or +7 on an average hit on an average Joe. Let's
then pick a low-end reference point. BudgetArms C-13 must
be the crappiest weapon in the game, with a maximum
damage of 6. An average hit from a turd like that... lets
make it Deep Wound +1. Looking at the Praedor rulebook
that gives us damage values 10 and 4, respectively. Now
we just need a mathematical formula that yields that kind
of result: 2 + maximum damage/5, rounding up. Finally a
house rule that a punch with a fist has a base damage of
1.
Note that shotguns have a base damage
of 7 using this system. You might want to add +2 to
damage for shotguns and explosive rounds in general but
all armour value is doubled.
A stiletto has a base damage of 3.
Remember to add strength bonus and that flexible armour
have their protection values halved against edged or
pointed weapons.
Armour piercing rounds are a pain in
the ass and not just if you get shot. Hmm... lets give
them a -2 penalty to damage (enough to drop one Deep
Wound level) but all armour protection is halved. Worth
the effort only when firing at targets with more than 4
points of armour.
Armour is another point
where the systems are totally different. The goal of
armour in CP2020 is to stop all damage, while in Praedor,
preventing or reducing the Deep Wound level is far more
important. Well, let's take a reference point. We would
like a heavy kevlar vest (PV 20) to stop critical damage
from a heavy assault rifle on a slightly better than
average hit (target would still lose blood points,
though). For an even chance we need roughly 8 points of
protection, so 10 points should do nicely. That is half
of the listed PV, so we try halving them all (and
rounding down just to be safe... err... lethal side.
Modern firearms are supposed to be deadly).
Ordinary kevlar vest = 5
Steel helmet = 7
Heavy kevlar vest = 10
Metal Gear = 12
Looking at these results, I'd say I can
live with that.
Shock roll does not
exist in Praedor but it does exist in P2020. If the hit
inflicted a Deep Wound, even a DW 0, there is a chance of
the victim going into shock. Default roll is 1D for every
full 3 points of penetrating damage. Add any existing
injury penalty dice and finally +1D for head hits or -1D
for limb hits. Then roll. If the result is greater than
victim's Body, he goes into shock. Just like in CP2020, a
character going into shock is out of the fight, although
if not already in shock because of sheer blood loss, he
can recover about an hour or so later.
Our antihero has a BODY of 15. That
gives him a Deep Wound level of 8. He takes an average
hit from the heavy assault rifle (ouch) and we presume he
is not wearing armour. Hit location is determined to be
chest. With 14 points of damage in the offing, that is a
Deep Wound +6. That is going to knock him flat but not
into shock by itself. Then the shock roll. There are no
previous injuries, so the roll is 14/3 = 4.7, rounding
down to 4D. With a BODY of 15 he still has a better than
even chance of making it. He rolls 13 and is still in the
fight, although the splintered ribs hurt like hell. If he
had been hit in the head, the roll would have 5D and he
probably would not have made it. On the other hand, with
a Deep Wound +6 to the head we would have never gotten to
the roll anyway.
If he had been wearing a heavy kevlar
vest, he would have taken 4 points of damage. That bruise
will cost him Blood Points, but nothing more since the
Deep Wound limit was not reached. On the other hand,
Praedor uses explosive damage dice, so even an ordinary
hit can run him through on a bad day...
Special weapons: Praedor
already has rules for fire damage. Explosives are a bit
trickier and taking a cue from CP2020, I would treat them
as non-location specific hits (with chest protection
subtracted from the damage) that do not have Deep Wound
injuries but do have the Shock Roll effect. It is not
realistic since the shrapnel effect is missing but so sue
me.
Whew. That should get you started, at
least. Hacking is an ideological choice rather than a
question of mechanics and will be dealt with at a later
date.
11-Jun-2007:
Praedor 2.0.2.0. part 1
The international RPG media is actually
faring worse than Finnish but even so, rumor has it that
Cyberpunk v3 has not exactly set the world on fire.
Overtly complicated rules system, moronic setting,
copying most of the content from the previous version
with little or no regard how it fits the new setting (not
such a big loss, actually) and finally missing the whole
point of the genre may have been to blame. Of course,
making the rulebook the ugliest and most uninspiring
premium-priced RPG publication I have seen in a decade
can't have helped. Who an Earth came up with the idea of
using photographs of action figures as illustrations? The
effect is so bad that I first thought the book was a
joke! Hmm... that would explain a lot, actually. Why
Roolipelaaja magazine went to ahead to give CP3 three
stars out of five, I will never know. You may remember my
mini-review on one.
In any case, Mike Pondsmith has never had
his head screwed on straight when it comes to
illustrations. Have you seen the last English edit of the
old Cyberpunk 2.0.2.0? For reasons best left to the
Spanish Inquisition, he decided to replace the original
graphics with drawings from the Italian edition of
CP2020. As a result, every woman in the rulebook wears a
swimsuit, with just different accessories tucked into it.
I like watching long legs as much as the other guy but
I'd like there to be some logic to it (Media? Well, that
sure grabs the attention of the audience. Techie? In her
workshop of sharp and sometimes spinning tools and
machinery? Nomad on a bike, just waiting to feel the kiss
of asphalt?!). If it wasn't for Cyberpunk v3, I'd say
this is about as bad as it can get with RPG
illustrations.
I don't know if the American release of
CP2020 ever made that big of a splash but the release of
the Finnish translation by FGH in 1990 changed the face
of the Finnish RPG scene for good. We all have our
memories of the game, goofy or embarrassing though they
might be (we were young). It is now all too easy to poke
holes into the rules and the gameworld logic but the
Finnish CP2020 is responsible for perhaps the greatest
influx of new people into the hobby in the history of the
scene. Only Runequest comes close. More importantly, it
allowed us to break away from the embarrassing (but often
all too true) fantasy-buff stereotype. For a moment, it
was possible to be a roleplayer without a social stigma.
Of course, the militant LARPers in the mid-90's put an
end to all that and made being a roleplayer embarrassing
again (we still haven't recovered from that one), but for
a while, it was actually cool to play roleplaying games.
It was the first and in some sense the only mainstream
alternative to fantasy roleplaying games in the history
of the scene. Everything else was just a niche.
For such an iconic game, it is funny that
when you look at the original version of the game, there
is nothing special to it. It comes across a scifi-combat
roleplaying game set in the near future. The Finnish
translation really wipes the floor with the original. I
don't know what Joona Vainio does in these days but with
CP2020 he managed to... well, give the game balls, pardon
my misogynistic expression. The English version tries
that as well but runs out of steam (or backbone) in
half-way. I don't really have words to describe it... it
is like if the game itself was made by adolescent gun
crazies with little or no understanding of the genre it
is trying to emulate... and then some real
scifi-enthusiast who DID know what the genre is about got
its hands on it and rewrote everything he could without
infringing the license. I doubt Joona has actually
intended or even thought about it like that but in any
case, the result rocks.
I have often pondered making a dark
future game of my own and my contributions to Kalle
Marjola's ingenious Syndicate have been that. People have
asked and suggested a cyberpunk-themed game based on the
Praedor game system. However, looking at the Finnish
CP2020, the standard my game would inevitably be measured
against, I can only draw the following conclusions:
Can I make a better game system? -
Probably
Can I make a better setting? -
Definitely
Can I match that attitude and style?
- No Way In Hell
There you have it, folks. I don't think I
could match, let alone beat, the Finnish CP2020 in the
one thing that really counts. Even if the FCP2020 is long
out of print and sold out, my game would get a bad rap
because of it. I am not going to compete with a ghost.
But having said that, I would really like to play
something cyberpunk again one of these days. I have
thinking about a CP2020 conversion rules for Praedor. You
could use pretty much all the character creation and
gadgets in CP2020 and it would all bolt into the Praedor
game mechanics. That is going to be the second part of
this entry topic.
09-Jun-2007:
Every Day I Die A Little
In my never-ending quest to make the
world a batter place, I now call your attention to the
grey sidebar on the left. It is exactly 100 pixels wide
and has been there for four years. Despite having 200
visitors a day, apparently very few people have ever
noticed it. This is regrettable because it actually does
serve purpose. Although monotonous, the sidebar contains
bookmarks into all the blog entries on the current blog
page, followed by links to all the archived blog pages as
you move down. On the bottom is a link to the diary of my
now retired EVE Online character (which I should perhaps
remove).
By clicking any of the bookmarks, the
browser takes you directly to the related entry and shows
a direct URL to it in the WWW-address field of your
browser. Bold application of Window's Copy & Paste
feature on this URL allows you to make direct links to
the entry in IRC, your own blogs and whatnot. It does
have the weakness that the links do get broken when the
blog page is archived (usually at the end of each season)
but if you are linking to an archived entry to begin
with, it should work for as long as www.burgergames.com
remains up.
Now, the second part of making the world
a better place.
I have been asked (with a strongly
negative pre-disposition), whether the plot of Roadside
Picnic (the novel by Strugatskys that Stalker RPG is
based on) really has enough to chew on for an RPG.
Although some people might consider the question to be retarded
and the person presenting it an absolute moron,
I think it is a valuable contribution to the gaming
culture, opening entirely unforeseen vistas into the
minds of my intended customers and reinforcing my already
strong faith in the Humanity as a whole.
Looking at my shelves for roleplaying
games based on narrative media, I find Star Wars,
Elric/Strombringer, MERP, Call of Cthulhu, Rune, Indiana
Jones and who could have guessed: PRAEDOR.
And it does not end there! Supplements like Hardwired
for CP2020 and Robin Hood for Rolemaster also
count. I must have missed some but that is already a
hefty stack of books. Question: Looking at ALL of them,
what do they have in common?
Answer: NONE of them are based on
the *PLOT* of the narrative work.
I might also add that ALL of them are
based on the *SETTING* of the narrative work. All
non-interactive media and (to lesser extent) videogames
suffer from a "keyhole effect" regarding the
setting. The user can only see a very tiny portion of the
setting, focused strictly on what author wants to focus
on. There are hints and references to the larger themes,
mechanisms and elements of the setting but if the author
is not exploring them, neither is the user. This
limitation is embedded in the nature of most media works
and while the keyhole can be expanded by adding more
content, options or variety, the cost for doing so is
disproportionally high to the amount of user freedom
gained. It is a familiar budgetary struggle for anyone
who has been making videogames.
Unlike all other media products, tabletop
RPGs by default do not have this limitation. This is
precisely why my interest in them goes beyond playing.
The players can go anywhere and do anything with their
avatars. They can go explore their favourite settings and
fill in the blanks left by the original story. The key
selling point for roleplaying games based on stories is
not the chance to be the main character, but the chance
NOT to be the main character.
Oh yes, I almost forgot. The answer to
the question is, of course, "no". The plot of Roadside
Picnic does not have enough to chew on to make an
RPG out of it. Which is why I am not even trying.
P.S.
I altered the structure of the blog pages
so that now all direct links to entry bookmarks will work
indefinitely. Thanks for the advice, Leena!
06-Jun-2007:
Now That's Drama!
Because of my job I have seen various TV
shows, from the new Battlestar Galactica to Jericho. But
to be honest, the one TV show that has me pining for more
after each episode, is Deadliest
Catch on Discovery Channel. Although a cultural
snob like me supposed to hate reality shows, I simply
love this series, the people, the events, the incredible
camera work and the downright epic atmosphere. However,
explaining or spreading my enthusiasm to others has
proven a tough sell.
"It is the greatest thing on
TV!"
"Okay. So what's it about?"
"Crab fishermen in Alaska!"
"Aha... and what do they
do?"
"Err... fish crabs?"
"No, honestly..."
"I tell you, they fish crab.
Sometimes they also move to places or visit the port to
offload crab."
"So you're telling me you and
those crazy girls spent five hours straight watching...
crab fishing?"
"Yes! It was so cool!"
"..." *dials the emergency
number behind his back*
It is all true, you know. The entire
series is about fishing crab. However, there is a method
to the madness. Each season of the TV series consists of
two fishing seasons, the King Crab season in October and
the Snowcrab Season in January, with around 5 and 7
episodes respectively. However, they are doing this in
the Bering Sea. If you have never been there, count your
lucky stars. With 45 ships going down per year, you could
say it is top ship killer as seas go. The first season
alone had a body count of 6, with one ship lost with a
single survivor and one man overboard from another
vessel. In the Bering Sea at Winter, survival time is
counted in minutes. The series follows certain boats and
crews from the start of each fishing season to the end,
keeping tabs on how much crab they have pulled up. You
get to know the boats, you get to know the people (in
three years at least), you have your favorites and your
pet hates.
It would all count for nothing if the
people themselves would not be amazing. I tend to explain
roleplaying game adventurers away as free spirits,
conforming poorly to the same society as the rest of us.
They choose the life of danger in exchange for freedom
and wealth. I used to think that was rather poetic,
something you can only have in tall tales. Well, I was
wrong. There they are, coming to the Bering Sea two times
a year to risk their lives. Rewards are great, as about
half of my annual salary can be made in three or four
days. But danger and death are also part of the deal and
almost every year some ship fails to return. It is eerie
to think back on a captain explaining the coiling of
ropes when watching the debris of his ship bopping up and
down on the waves. His body was never found.
How can this work so well? Well, the
fishing season itself forms a natural story arc, from the
launch to the cashing in and waving goodbye as the crews
head for home. It is the Campbell's Hero's Journey every
time. There are two such story arcs per season. The
conditions aboard are like... hmm... Big Brother in a war
zone, without the overabundance of cleavage and soap
opera. These are real people, who are working really hard
(burning about 10,000 kcal per day) in extremely
dangerous conditions, with friends and families waiting
and depending on them ashore. Having the Bering Sea
itself be so beautiful, dangerous and downright epic is
of course a big help but also the camera work, editing,
sound direction and narration are first-class.
Maybe I am just an ignorant redneck but
for me, Deadliest Catch is the best that's on
right now. Discovery Channel in Europe has only shown the
first season and part of the second. In United States the
series is at the latter part of its third season and I am
downloading the episodes from there. Together with some
friends, we are watching them one fishing-season at a
time. That's how you get up to 4 or 5 hours of crab
fishing at one go. And it never gets old. As you may have
guessed, Deadliest Catch is my inspiration for
the asteroid miner game/campaign of Dry River. It's
got all the right stuff.
04-Jun-2007:
Good Deeds
Let's kick the Summer off with a personal
triumph: I did pass the examination board review for
Specialist Qualification in Audiovisual Communication, so
I have at least somekind of professional degree or
certificate under my belt now. The paperwork is taking
its time but the board already congratulated me and I
trust their judgement in this. To celebrate, I caught a
summertime flu from my girlfriend, who, I'm afraid,
failed to adjust to the sudden change of air conditioning
parameters at Sulake office. I am also doing a bunch of
other stuff, all of it secret, paid for, and
unfortunately delaying Stalker a little bit. I am still
pretty happy about the way the Gamemaster's Book is
shaping up. Here is a combat example excerpt from the
rulebook.
"Stalker pakenee kolmea
veitsellä aseistettua ryöstäjää pitkin Toulousen
syrjäkujia. Hän ei onnistu karistamaan niitä
kannoiltaan, mutta sukeltaa kadun poikki viritettyyn
vaijeriin ripustetun pyykin sekaan, niin että
näköyhteys hetkeksi katkeaa. Hän asettuu seuraavan
talonnurkan taakse väijyksiin. Suunnitelmana on iskeä
ensimmäistä vihollista lujaa, käyttää häntä
kilpenä ja saada muut tajuamaan ettei ryöstö ole
vaaran arvoista.
Takaa-ajajien kovuus on 10, mutta ne ovat aseistettuja ja
niillä on ylivoima, joten kovuus käytännössä on 20.
Pelinjohtajasta idea, etenkin yllätyksen kera ja
rajatuin tavoittein (ei yritä hakata kaikkia kolmea
saman tien), on hyvä (4). Stalker on myös kasvanut
kaduilla, joten hän ei kavahda tappelua ja hänellä on
kovan jätkän imago suojeltavanaan, joten
roolipelattavana ratkaisuna temppu on myös täysin
uskottava (4). Lisäksi hän on Budoka, mistä +1 lisää
molempiin (5 ja 5). Lopputulos on 25 ja peittoaa
vastustajat selvästi.
Ensimmäisen vihollisen rynnätessä kulman ympäri,
stalker lyö tätä kämmensyrjällä kasvoihin, murtaen
silmäkulman, poskipään ja nenäntyven. Toisella
kädellä hän kiepsauttaa miehen vihollisia päin kun
veitsi välähtää. Stalkeriin tähdätty veitsenisku
uppoaa kahvaa myöten ihmiskilven rintakehään. Mies
yskii verta tappajansa kasvoille. Kolmas vihollinen jää
kauhistuneena niille sijoilleen.
Stalker tönäisee kuolevan miehen veitsimiehen syliin ja
jatkaa juoksua. Takaa-ajo ei jatku, vaan viholliset
jäävät sinne, yrittäen turhaan auttaa kuolevaa
kaveriaan. Ruumiiden lukumäärä ei ratkaise taisteluita."
This is just one of many. I am fed up
with writing use examples of FLOW, so I've decided that
enough is enough and if there are points of contention,
then the players and gamemasters are free to excercise
logic and auteurism. And I'll stomp the foot of the first
one to ask me about the designer's intent. Those of you
who have seen me live know that this is not
an empty threat... Anyway, the trouble of doing secret
stuff is that since my work at Recoil is secret and now
my sidejobs are secret, there is very little to write
about. But I'll do my best.
I have also been larping a good person
recently. My girlfriend inspired me to take a look at
micropayment charities and sure enough, there is one
service that grabbed my attention: http://www.kiva.org/.
They are not asking for money, they are asking for a loan
of a specific sum. If their request attracts enough
lenders to cover it, they can raise their loan from the
associated bank or institute. People screened to become
part of the program are also expected to pay it back.
Most of the people who apply are looking to start or
improve their own businesses and you can browse them
until you find a person and project you like. Then you
can give them a loan via Paypal. Later, when they
hopefully pay it back, you can invest the same money
again to improve someone else's lot in life.
I think it is a clever system that
actually activates and enables people to take care of
themselves. I am looking for unorthodox business ideas,
preferably by women in countries where the status of
women could use some improvement. Today, I was glad to
note that Mrs.
Faasulu Eteuati from Samoa had managed to acquire
enough lenders to raise her full loan of 850 dollars. For
my part, covering 50 dollars of it all in May was an
acceptable and manageable risk. That is the beauty of
micropayment loans. Now in June, I have already loaned 25
bucks to Veronica Gutierrez in Mexico and I am still
looking where to put my other 25 bucks this month.
On the videogames front, I've opened an
account at Gamersgate.
It is a game sales portal specialising in
Indie/East European/Russian titles that are translated
but don't have a deal with western publishers. Lots of
crap, I am sure, but there might be real gems too, if you
are not too keen on top-notch graphics. I am waiting for
A.I.M. 2 with bated breath. The first one was an
entrancing concept, albeit with a flawed execution. Other
games that look really interesting to me are Parkan
II, UFO:
Afterlight (available at EBgames for more money,
btw), El
Matador and Hard
Truck Apocalypse: Rise of the Clans. I am a bit
dubious as to the production quality of FPS games since
that is where the graphics hit the hardest (and Marine
Sniper looks like shit), but El Matador looks good enough
for me. Now all I need is time.
I have also opened a trial account at Vendetta Online
to check out what it is like. So far I am not making
heads or tails of it. I am quite sure this game can't
have as steep learning curve as EVE did, but the
tutorials suck. Also, for the life of me I cannot
understand how a game with such an engine and execution
can have so lame background story. I am still waiting on
Richard Garriott's Tabula Rasa,
the one and only chance for NCsoft to show that
everything they touch does not immediately turn to shit
(think AutoAssault).
On the Finnish RPG front the biggest news
lately is that Juhana Pettersson, a long-time writer for
basically anything gaming related, has been made the new
editor-in-chief of Roolipelaaja
magazine. Mikki Rautalahti has moved on to other
challenges, which I hope will be better paid. While I do
think Juhana's past work as controversial, I cannot fault
his recent work in the Roolipelaaja magazine. Excellent
stuff. If he can make the rest of the magazine match his
recent standards, you won't hear me badmouthing him ever
again. So, congratulations to Juhana. It just does not
get any bigger than that in the Finnish RPG scene.
Speaking of the scene, there is something
wrong with it right now. I press my ear to the ground and
there is very little noise past the ruckus of the
approaching Ropecon. I know that Miska is still
working on his RTP game line (and I hear he just updated
the Heimot minigame to match the RTP format) but where
the Hell is everybody else? I'll be working on in this
Rubik's Cube of a game called Stalker for quite a while
still but isn't anybody else doing anything? I hope I
just have a poor hearing, especially since the last time
Parabellum came completely out of the blue. Yet I have
this nagging fear that the post-Praedor wave of Finnish
RPG releases is ebbing out. Sure, making an RPG is a lot
of work with little or no reward but come on! My
flashbacks from 1999 are painful!
P.S.
I was just contacted by a well-known
roleplaying game author who is doing something new and
unique (aren't we all?) that will also bring new people
into the hobby. More information should come already this
week but knowing the guy my first guess would be LORDI
- The Roleplaying Game
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