31-Aug-2008:
Summer's End
Today is officially the last day of the Summer.
Judging from the weather it was actually somewhere in
mid-June and for the last month or so it has been colder
than it was in last January (17 degrees centigrade here
on the coast on January 18th). Scientists are promising
wet winters (we've got those already) and dry summers
(I'll believe it when I see it). From personal experience
I would say that summers and winters are resembling each
other more and more, with only an occasional freak spell
thrown in (like the drought a couple of years back). When
was the last time you could actually drive a car on sea
ice here down south? Don't tell me it is all in my head.
I have lived here for 34 (approaching 35) years.
Still waiting on the Stalker deal but then again the
agent said it would happen in September so they are not
even late yet. What is late is Elämäpeli: I
have been kind of struggling with its direction again.
Maybe I am giving too much thought to a contracted work
but then again I don't want to write shit if I can help
it. University of Helsinki is actually offering courses
on novel writing right now and the best scripts will be
picked up by Gummerus, so look it up if you want to get
into this line of business. I think it is a brilliant
idea and I hope it becomes a regular feature. I am not
participating; with my age and background in writing it
would feel like cheating, so if I want to do something
Gummerus it is only fair I'd do it the old way. That
said, I am making plans for the Stalker RPG novel, which
I am going to call "Zone novel" to distinguish
the RPG setting from the original work. Burger Games is
looking for a co-publisher partner for it. While my
sights are set on my existing book publisher contacts, I
am listening if you're interested.
Yeah, I was supposed to mention this: Strugatsky's
agent warned me that using "Stalker" in the
title of the English translation of the game could land
me in trouble or in any case needlessly confuse the
consumers. I have been considering renaming the game
brand "Zone", at least in the English version.
Technically Stalker: Science Fiction Roleplaying Game
ought to be safe enough but I am not going to fight a
movie production company over it. In any case, I haven't
made a decision yet. Maybe it would be more honest to go
with "Stalker". After all, this is a
derivative product of Strugatskys' work.
While waiting on Stalker news or to see if the
supplement really gets off the ground, take a look at Outpost.
It is small, indie and freaky film but I love it to
pieces. I would have never imagined I would be able to
recommend a movie with themes like these with a straight
face but it really is every bit that good. It is also
very stalkerish and if the "thing" in question
would be a xenotechnological experiment gone horribly
wrong, you could use it as the basis for a Stalker
scenario. And it would not even need to happen anywhere
near the Zones but works as a marvelous example how
xenological research, i.e. human activity is making the
Zones "spread", even if the actual Zone borders
remain constant. IMDB gives Outpost a rating of 6. Not
bad for a low-budget indie scifi-horror flick with ****
******* in it but I would rate higher. Much higher.
Portti magazine published its Stalker RPG
review and I expect this will be the last major review
for the current version. It was very positive, of course.
There has not been a single negative review anywhere yet
(now, if mentioning this does not spawn some, nothing
will). Now I don't debate reviews of my own products and
even less so when the review is so positive as this one.
Let's just say that I am not entirely happy with it. But
still, it is good, one more gold star in Stalker RPG's
report card. Even Praedor was not so universally
liked. I just wish this love would transfer into sales
somehow. Btw, if somebody is interested in a good deal on
batch of Stanislav Lem's book in Finnish (or some other
languages), the agent would like to clear out his
storage. So Retailers, scifi clubs etc. if you are
interested, I can put you in touch with him.
See how I am not saying anything about Recoil
Games here? Good, I am glad that you're paying
attention.
27-Aug-2008:
Full Bandwith
No, not much is going to happen before Elämäpeli
is valmis. It took a big leap forward in late July
but has been slow going ever since. I wonder how I could
lose myself into writing it again. There is not that much
left to what I deem the minimum acceptable length but I
just need a firm kick in the butt. Nothing else is going
to get done before that, regardless of whether I have
ideas for it or not. Elämäpeli is already late
but the end of this year is the absolute deadline.
Meanwhile, the debate on designing a newbie-friendly
RPG continues on Roolipelaaja forums. Somebody wanted me
to take part but I am not going to touch that thread even
with a ten-foot pole. Those of you present at my
Stalker-show in Ropecon know why and the rest of you
don't need to know. And really, if you want very simple
dice-based rules, kick-ass genre integration, very
concise explanations and minimum bullshit all around, Kalle
"Syndicate" Marjola is your guy but
good luck getting him to participate. If someone actually
made made a marketable version of Neo-Troops
in Finnish, that'd be the game for young teens.
Right now the concept is a little too geeky for mass
market, with the genetically engineered varans running
around and all that.
No need for me to repeat my usual praise for Syndicate
yet again.
Many people think that two RPG authors would somehow
make a better a roleplaying game than one. I think it is
the other way around and in any case I get enough of this
design-by-committee stuff at work. The way collaboration
with somebody could work is that they do separate
products based on the same franchise. For example,
anybody who has read Heimot
feels like the game is crying out for supplements with
more specific content. I've been thinking about a Heimot
sourcebook on space pirates clans and the area they
operate in (some wild corner of space with enough traffic
going through). Unfortunately my time is limited and my
own productions take precedence but something like that
could work. But if you want me to include other designers
into the same product, you'd better start paying me a
salary.
20-Aug-2008:
Supplemental Dilemma
Every now and then I get requests for supplements
about this or that. My games are written to work just
fine without them (unlike e.g. "Heimot") but I
can't deny that the idea of a product family appeals to
me. Unfortunately, the suggestions I get for the content
are mostly ill-considered, for the lack of a better word.
Typically the process goes like this: Some gamemaster is
running one of my games and is unhappy with some aspect
of his play method or the group's behaviour. He then
tells me that he would like to have additional rules that
would overcomplicate (in their vocabulary this is usually
translated as "more realistic" or "more
immersive") a particular aspect of the game, like
the Praedor combat. Sometimes they even have suggestions
on how to do it and the numbers are so far off that you
feel like beating them over the head with a stack of
elementary school math books. Since I have already ranted
about the numbers being off and people not understanding
how algorithms work, lets focus on the previous issue:
their perceived need for more rules and realism.
As much as I hate using RPG theory to explain this, I
don't have a choice. Maybe the whole concept of
roleplaying game theory sprung from the need to explain
people that fish don't need bicycles. If your players are
gamists and you want them to be immersionists, adding
more simulation into the game system does not do anything
to solve your problem. For some reason, Praedor
gamemasters in particular are prone to this. Last spring
I vented about this one guy who wanted to turn Praedor
into an FISA/SCA-acceptable medieval fighting simulation,
even though such a game already existed (actually, even
Runequest has had that endorsement back in the day, which
proves to me that these ultrasimulationists do not know
what they're talking about). If you want your players'
response to combat scenarios be vivid, immersive and
varied, your description of the events as a gamemaster
must be equally vivid and varied. Just because the game
resolution cycles have moved into combat rounds does not
mean the gamemaster should give up the
atmosphere-enhancing narrative.
Instead of saying "roll for attack",
describe the situation, add a few more interesting
variables and force the decision to attack, defend, bake
bread, whatever, out of the player. It is true that
Praedor combat can turn into an attack/parry/attack/parry
diced see-saw but if that happens, use the environment to
break it up. If nothing dramatic happens for three
rounds, change things. Remember, people are swinging
heavy and sharp objects of metal around and the combat
system measures only hits on the enemy. Have them knock
over a lantern and start a fire with a missed swing. Make
the enemy clever and have him leap behind an overturned
table, giving plenty of extra protection for abdomen and
legs. Make somebody pull the rug, knocking everybody
over. Panicking horses wreak havoc on the battlefield.
Dangerous beasts are lured by the clamor and scent of
blood. The ground they are fighting on starts to give
way. A missed swing cuts a young tree and it crashes down
right between the combatants. Spice it up! I didn't make
too much fuss about this in Praedor rules because I
assumed everybody had read their Conans and Praedor
comics and understood what genre realism was all about.
Then again, I was also young, naive and overtly
optimistic.
Miekkamies: Auringon valtakunta is one of the
serious candidates for my next game and it would not let
me off so easily. It is a swashbuckling fantasy game
running on Praedor game system and would need to have
concise game-mechanics incentives rewarding players who
assume the swashbuckling frame of mind. It is a genre
realism thing and swashbuckling simply requires that
things work out in a certain way in that kind of setting.
This kind of thinking would not have hurt in Praedor
either, even if stylistic objectives are less
distinctive. Basically, it boils down to good ideas. If
you as a gamemaster want to break the rut of blow-to-blow
combat, lets reward players who do things differently. If
the player describes a cunning new way to attack the
enemy to catch him off-guard, make the enemy defence +1D
more difficult. If the player makes use of something in
the combat environment description and uses it to beef up
his attack (I frequently use an example where the
character topples a bookshelf on top of his enemy), make
his attack -1D easier. And if the player does nothing
new, after three rounds the enemy gets a hang of his
tactic and starts getting defence bonuses against his
attack, or devices a cunning plan or strategem himself.
In other news, Ephemeros came in the mail. It
is Sami Koponen's new RPG content journal for the Finnish
scene and it probably breaks some kind of a record by
royally pissing me off already on page 10. Sami comments
that in Stalker, stalkers do not identify with
the oppressed victims now living as outcasts in the
Border Area because they are themselves living outside
the normal society. I am now lamenting my poor writing
skills because I thought I had described the Stalker
setting in such a way that these Outcasts were also
living outside of the society and were very much part of
the social, financial and political environment the
stalkers operate in. I even wrote adventure examples and
scenario seeds from that perspective, so either I had the
game printed with invisible ink or I suck as a
writer and promise to never write anything
again.
Another thing that bothers me is the price tag. This
thing is something like B4-sized and has 64 pages. It
costs 20 euros per copy. Next to it on my table is
Stalker, A4-sized, 242 page monster and it costs 29
euros. That makes 20 euros kind of steep for a magazine,
don't you think? Finally, the texts are mostly bone-dry.
Especially Sami, whose two articles start the whole thing
and thus set the tone, could use some low-brow fantasy or
porn fiction writing excercises to get rid of his current
academic tone. Also the layout and my eyes have some kind
of a disagreement. I would use a smaller font and
probably two columns instead of the single 3/5 column
with the border-side textboxes jutting into it. Then
again, the elven lady on the cover is cute as a button.
I'll give it two stars just for that. So, is Ephemeros
worth it? Only time will tell. I am definitely not the
target audience but I wish they find their readership
because it is true that the "E" deals with
stuff that has been mostly neglected in Roolipelaaja.
Besides, little competition might do Roolipelaaja some
good. For this issue, my twenty euros go toward
supporting Finnish initiative in the scene. Maybe by next
issue I am already paying for the actual content.
16-Aug-2008:
I've Got Superpowers
It's been a week since Ropecon and the dust has
started to settle, both at home and outside. I've been on
vacation and as usual, I was supposed to do all sorts of
things but there hasn't been enough time between
sleeping, watching movies, barbecuing and playing
videogames. Next week it is back to the grind and somehow
it is always easier to grind everything else along with
it. Working life has its own rhythm that is affecting
everything else as well. Like that bloody book thing,
Elämäpeli. It feels like my whole life had been put on
hold, just waiting for it to get done. There are a
million interesting things out there I could write but
that thing is the only one with a deadline attached (the
end of this year). I'll make it but I really should have
got it done before the summer. I keep telling myself it
was delayed because of my illness but the truth is it was
delayed because it took me a year to figure out what the
hell I was going to write about in it.
Speaking of writing, I have finally been talking to
Strugatkskys' literary agent (he was in Austria, not in
Germany) and I really like this fellow. Mister
Rottensteiner turned out to be a sensible guy with just
the right kind of let's-get-things-done attitude.
Basically, he is makes things happen on the basis that
everything is possible and it is his job
to figure out how. Not yours. He is still working on the
contract he will send me in September but we have already
agreed on all the basics. In short, the contract will
grant me superpowers:
- Permission to do English and Scandinavian
translations of the game
- Permission to write supplemental material to the
game
- Permission to write and publish novels
set in the Stalker RPG world
Yes, you read that right. Up and away, Burger Man!
Actually, there is no magic at work here. Unlike the
makers of the S.T.A.L.K.E.R. videogame, I want to be able
to say that my Stalker RPG product line is based on the
works of Boris Strugatsky. The contract establishes a
financial and judicial model for it. Since the setting of
the game is different from the novel, the royalty fee was
set very low and is tied to sales (as opposed to coughing
up advance fees like my current publisher is doing with
me), so it is virtually risk-free for me. In the end, I
had always expected Strugatsky to want a cut of the
action when he realised that the roleplaying game was not
just a fanboy daydream. I just didn't expect him to
settle for so little.
So, Stalker RPG novels, anyone?
Meanwhile, on my videogaming front there have been two
new developments. First is that I tried playing FEAR
again, this time with a better better graphics card and
it wasn't half bad. What struck me as odd at first was
the spartan cleanliness of the environment. Interior
levels, build from rectangular blocks. Sparse furnishing
and even they are usually blocks. You could build each
level easily from folded paper and apart from an
occasional texture, the whole thing had a Half-Life 1
feel to it. I am not a graphics whore but it did take
some time getting used to it. Then again the enemy
movement, pathfinding and AI routines are superb and my
guess is this is because of the simple level design. By
using rectangular shapes and very little room clutter,
the level designer has been able to define logical cover
points, AI-routines are easy to implement, drawing
distance problems do not exist and the enemies do not get
stuck in the geometry or mis-interpret their lines of
fire. On the surface, the game might look a little dull
(and the skyline textures are awful). However, the meat
and bones are the combat encounters and they are
brilliant. They were also tough as hell, until I figured
out I was expected to lean on the bullet time mode key.
Second, my girlfriend's work colleague invited us to
have trial accounts in the one and only World of
Warcraft. Actually, this was the second time I tried
the game. The first time around I made a Tauren shaman
and was bored out of my skull. This time I made a dwarven
hunter called Kruber and it was a much better experience.
After four days I am on level 16 and I think I am
starting to see what makes this game tick. Firstly, it is
accessible as hell. Tutorial has been built right into
the quest structure and while its got talents and skills
coming out of your ears, they are fed to you in very
small increments and form a logical continuity.
Second, the pet system is worth a million players
right off the bat. Your pet is not just a damage mod. It
levels with you, it can be taught new skills and it must
be kept happy and loyal by fair treatment. This last one
is a stroke of genius. Since a happy pet does 125%
damage, you actually care about the little thing and I've
become emotionally attached to mine (a level 16 bear
called "Nalle"). Who would not want a bear that
comes to you when you whistle and loiters around when you
are fishing, because feeding it fish is the easiest way
to keep it... err...him happy? Brilliant stuff. My very
own built-in tamagochi.
Third, while some might call WoW graphics outdated, I
would call them homely. It has this
"Smurf Village" look and feel to it. There is
no abrasive bump mapping to rub salt in your eyes and the
colours are bright and distinct. Also, all the shapes are
a little rounded, making them easy to look at and giving
them this Tim Burton -movie feel of being from a fantasy
land, or a dream. Besides monsters, there are
non-aggressive animals and downright cute critters about.
Inns are really places you wish you could spend some time
in reality (or would like to model in a LARP). The dwarf
homes are very cozy and furnished in Victorian style,
with all sorts of small items everywhere to make me feel
warm and fuzzy inside (if I could, I myself would live in
real-world apartment furnished in Russian Antique style).
And when the devs do want to scare you, the scenery is
something straight out of Grimm's tales, instantly
recognizable as menacing even if you haven't played a
horror game in your life. The escapism factor is right
through the roof, even for someone who normally has
little patience for the fantasy genre or videogames.
If Pixar made a high fantasy adventure film, it would
look like WoW. I am beginning to see where the 500
million dollars of pure annual profit Blizzard makes out
of this game come from and I am seriously thinking about
contributing to that myself.
10-Aug-2008:
Ropeconconconcon...
I was there, of course.
Despite the waning urge to give the programme team a
whipping, I am going to let it slide. Despite the asinine
time slot at 16.00 on Friday I had a decent audience,
about a hundred people. And somebody, I think it was
Stenros, softened the impact further by telling me it was
a crying shame that they got the auditorium while I got
room 26. Yeah, I agree on that but it is all ancient
history now and everything turned out allright, or at
least decent, in the end. My biggest complaint would the
sparse scheduling of all of my appearances but this was
self-inflicted. Nobody forced me to say "yes"
when Syksy asked me to attend the Speculative Games Panel
and it was really fun. I just wish I could have had the
Friday evening off so that I could have crammed a game
session or two in there. I have to redeem myself next
year and focus on running scenarios instead of attending
the speech programme. I have a feeling that the GM list
was not exactly overflowing this year either.
It was all rammed home rather painfully when on
Saturday afternoon a cute young lady approached me in the
parking lot and asked if I was gamemastering anything
this year ("Sunday, perhaps?"). She
did not fit my typical fan profile so I can only assume
that she had attended some of my sessions in the past two
years. Anyway, she was very visibly disappointed when I
told her that I wasn't and expertly rubbed it in: "Aw
come on... you are one of the only two really good
gamemasters here..."
Sheesh! Pwned! What do you say to something like that?
All I can say now is that whoever you were, I promise to
run some scenarios next year, okay? Flattery really is my
Achille's heel.
As usual, I saw a fraction of the programme I had
intended to see but this time around Keltsu discussions
were much better and numerous than before (and included
subjects like Miekkamies 2.0). Of the programme
that I did see, two things stood out. The first was
"Sauron as a statesman", a somewhat misleading
title since it was mainly concerned with the
socioeconomics of high-fantasy worlds. Nevertheless, the
concept of orc-based economy for Middle-Earth villains
was great. The second surprise was Mike's "The Art
of Roleplaying" where he basically went over his own
projects over the past years, explaining how they went
and why did he make the choices he made. A couple of
years ago Eero Tuovinen stated that Mike was
"mini-Ville" (that's me) and this seems to have
catched on. I did not think much of it before but after
this presentation I can assure you it is not true. Like
it or hate it, he is doing his own thing and I walked
away from his presentation with a couple of new tools and
a bundle of weird ideas. I believe that was the whole
point of his show, so I'd rate it "bloody
excellent", one step down from "fucking
brilliant".
His concept of "Rabbit Hole Entry" into the
gameworld is particularly good. I have always followed
Campbell's Hero's Journey in my adventure design (just
look at how even my game settings are built!) and they
usually do have a similar stage in the beginning. I just
never paid that much attention to it before. To me,
Mike's Rabbit Hole sounds like an excellent tool in
adventure design and getting campaigns started,
especially when all the characters are new. This is
definitely something I should have included in the
Gamemaster Book of Stalker. Some of the concepts are
already there (like the beginning of Punainen talo
demonstrates) but Mike made it a very concise, distinct
and easy-to-grasp process, with obvious immediate
benefits. While I don't value immersion above everything
else like he does, I still think it is damn important to
a good game. Rabbit's Hole is a what Mike calls a ritual:
an almost symbolic play sequence where the sole objective
is to cross the realworld/gameworld and player/character
barrier as a deliberate, conscious act. It fits the
Stalker atmosphere like a glove and I think it would be
very useful in other genres as well.
Mike also succeeded in making me think of arranging a
Stalker LARP and even giving me a clear idea of how the
plot, characters, goals and the environment should be set
up, which I think is a surefire sign of an impending
psychosis (in me, not him). For the record, all Martin
Ericsson, a much greater LARP guru, ever did to me was
make me think of him as a deranged and potentially
dangerous idiot, in a
"mad-and-smelly-cult-leader" sort of way. And
getting past Mike but staying on the topic of LARP gurus,
I also had numerous run-ins (and one joint panel) with
Jiituomas. I do confess our mutual enmity has been
lacking "oomph" lately but I maintain that it
was not a conspiracy (regardless of what Sope's
"Piippuhyllyn Manifesti"-conspecial is hinting
at). It is true that I sold Jiituomas a Stalker T-shirt
and no, they are not available. The shirt was a
retroactive bribe for his glowing Stalker RPG review and
long-standing enthusiasm for the project.
Ilkka Leskelä heads the Official Miekkamies Fan Club
(as the sole member of this rather exclusive club). He is
also an exceptionally good line-art-illustrator and
shares my enthusiasm for maps (unfortunately we do not
share the drawing skills). Miekkamies 2: AURINGON
VALTAKUNTA was a divine
gift from the Aztec gods when I was in Mexico two years
ago and I didn't even drink anyone's blood to get it.
Basically, staying in the fierce Mexican sunshine a
little too long, I suddenly came up with a parallel (and
also co-existing) setting for my first published
roleplaying game and how it could be made sexy,
marketable and a potential future setting for my
fantasy-writing urges. Ilkka was very excited to hear
about it and frankly, if we can come up with a
good-looking map of Atzla, the dark continent southeast
of Arleon, I will be unstoppable (and will use Praedor
game mechanics as the base).
What else... good food in Keltsu, better than usual.
And the Chinese food tent in the parking lot rocked!
Dipoli felt less crowded than before, making me wonder
what the final attendance figures will be. Bought new RPG
material books from Fantasiapelit booth and sold them a
box of Stalkers that I think they should have ordered
already before the 'Con. I think this puts official
Stalker sales to 200 sharp. Black market sales are not
included. There were also more cars than ever, so I guess
the average age of attendance is rising. Bought Leena a
wicked dagger with a triagonal cross section.
All in all, a good show. Just a little hectic so soon
after Finncon and Assembly.
04-Aug-2008:
Assembly II
This is a good time to write the closing entry about
Assembly´08 because I have the workday today to compare
it with. Yep, Assembly wins. Hands down. Seriously, it
was probably the best Assembly I've been to (my first one
was in 2004 so the sample is not that large). Having the
computer ticket down on the floor really rocked and the
seminars I attended were excellent. There were also more
vendor booths than ever and working at the EFFI desk,
boring as it sometimes was, did let me talk to some very
interesting and colourful people. Puolenkuun Pelit sold
me the Shadowgrounds Soundtrack CD on a discount and
after I bought a small USB keyboard lamp from Jimm's,
working on a laptop in the darkness of the arena floor
was a breeze. Unfortunately, laptops began disappearing
again this year, so in the end I unplugged mine from all
the cables and took it with me whenever I left my
computer place. That kind of defeated the purpose of
having a cheap-ass laptop with me. If I was going to be
this careful I could have just used our much better Pepsi
Vaio instead.
Not all the people I talked to were so happy about the
seminars. Apparently the invitation-only session by Nokia
sucked and as a cherry on top the Nokia suits were cocky
as hell, pointing and laughing at the geeky passersbys
while eavesdropping nerdtalk in surrounding tables. I did
not see it but I heard enough about it at work today to
believe it is true. Also, the median quality of demos and
intros seems to be slowly going downhill. Fewer
participants and less effort... the few old schoolers
still at it really stood out but Fairlight warned that
they won't be doing this again unless someone else
outperforms them next year. Honestly, I think the
demoscene is on its way out, being overtaken and perhaps
consumed by the gamer subculture. Laakkonen wished for
more demo contest participants next year but I doubt it
will happen.
Speaking of games, I feel real sympathy towards Secret Exit.
The same kind of sympathy I have for Introversion
Software. They are both unabashedly indie,
always doing their own thing and willing to endure
hardship to escape the clutches of the
publisher-developer relationship. Sometimes it bites them
in the ass but every time somebody says the age of garage
game design is over, I'd like to beat over the head with
a web browser that has either SE or IV homepage open. I
wish I had that kind of guts.
But now Assembly is over and done with. Ropecon looms
large on next weekend and I used my insomnia last night
to add a 15-slide Burger Games presentation to my Stalker
show. Which, in itself, also needs more work. Gaah. And
by the way, Fantasiapelit just bought my last Praedors,
so the dreaded "blue edition" is on its way
out. I don't know if there will be more. Praedor is
selling so slowly now that the first 60 copies I need to
sell to cover the printing costs would suffice for a
couple of years. I'll do the exact tally later but I
believe this latest sale puts the total sales at little
over 700.
P.S.
I did a recount, this time from the billing. That put
the official sales of Praedor at 841 copies, a full 100
more than I remembered. 900 copies of the book have been
printed. The missing 59 are author copies, reviewer
copies, gifts and the occasional below-the-counter sale.
02-Aug-2008:
Assembly I
The first two days are over and I am at home just
after midnight, slowing down and taking it easy until
giving in to Sandman. It's been a good ride so far. I
have a machine spot down on the arena floor and I swear
to Gygax I've never found a better place to do digital
games design in. People around me are chatting, playing
games, watching web TV and you name it, pouring
inspiration into me and it just explodes into ideas on
the screen (with the help of my fingers). I need a better
machine to write with. My old Rovio-Acer has been
surprisingly good these past days but the keyboard leaves
something to be desired. I am planning to get a new
laptop sometime soon and keyboard ergonomics are a major
factor.
Anyway, my Assembly programme consists of working at
the computer place (or checking out the compos when they
show some on the big screen), touring the first-floor
walkway to get food or check out various booths,
listening to a choice of seminars and helping out at the
EFFI (Electronic Frontier Finland) stand. There are
plenty of booths this year and besides them guys from PAF
have been advertising their new online gambling group for
potential recruits (including me, it seems). As for the
sales booths, Puolenkuun Pelit was there, running a
24-hour Warhammer miniatures gaming table and with a
videogame selection that scarcely fits in a truck. They
also had three roleplaying games on display: D&D
4, PRAEDOR and STALKER.
I don't know if they have sold any but I am very, very
flattered. I have also been recognized and stopped by a
number of people wanting to thank me for a Ropecon game
session or something like that in the distant past. And
it looks like I've got fans among the PKP staff as well.
The seminars I've watched have been truly outstanding.
I have never, ever seen a more honest company and
business case presentation than Kahrama's and Jethro's Indie
start-up for dummies, using themselves as the
dummies in various warning examples. The triumphs, the
setbacks, the pitfalls and the outright stupid decisions
from the 18-month history of Secret Exit were
all there. Any venture capitalist would be appalled by
that kind of brutally honest presentation that but I am
applauding. My opinion on Secret Exit was much
improved. And I can now understand why a certain
prominent businessman in this field told me that if he
were to make a bet as to which of the new generation game
developers in Finland was going to make it, SE would be
his number one pick. Yeah, mine too.
Then Jussi "Abyssi" Laakkonen surprised the
hell out of me with his Sell your Friends vs. WOW
epic mounts: the game industry at change -presentation.
My impression of him has previously been mixed at best
and his presentation last year was a joke but this year
he redeemed himself. Laakkonen has just started a new
company called Everyplay
that focuses on developing and monetizing social gaming.
I was expecting a company advertisement sessions but
apparently he had saved all that for a private session
later in the evening. Instead, he gave a pretty good
analysis of the current and future trends in the global
gaming market and what these different types of games
mean from the "sales category" point of view. I
disagree with his definition of a game (basically he
makes no distinction between a game and a play, which I
think is crucial) but that is nitpicking compared to the
wealth of useful information he had prepared. He
concluded by asking everybody to rethink their position
and concept of games. The next 30 minutes I sat at my
computer place did not yield much text but helped me sort
out a number of problems I had been struggling with.
The one seminar to rule them all was Mikko Hyppönen's
(from F-Secure) Fighting Organized Online Crime. I've
seen Hyppönen do this stuff before. I think it was in
2004. Back then, I was already impressed by the way he
could convincingly present one of the most tedious jobs
in the world (anti-virus and IT security development) as
a combination of James Bond adventures and Matrix. Still,
I was afraid this year's presentation would be a repeat
of that. I could not have been more wrong. New content,
new stuff, a much darker and more dangerous world,
complete with cop cases, actual spying files, security
cam footage and the like to prove it. The guy is a
masterful orator, a top-notch storyteller and has an
excellent sense regarding when and where to make his most
dramatic statements. I was glued to much chair from start
to finish and hoping that a fairy godmother would turn me
into a TV producer with a production-slot for a
hacker-themed technothriller series. Honestly, look his
stuff up from the Assembly web.
If my cyberFLOW game ever comes out, I will personally
invite (or bribe) Hyppönen to give this presentation at
Ropecon. It would knock the socks of every cyberpunk and
agent drama fan in the room. The Finnish dark future
gaming scene would never be the same again.
28-Jul-2008:
Breaking the Silence
So much is happening or has already happened that I
decided to break the silence. Elämäpeli stands at
160,000 characters which is about 3/5 of the intended
length but I haven't written it for over a week since I
was on vacation up north, in Hyrynsalmi.
Russians won the competition series of Swamp Soccer
again! Waah! And Swamprock ran out of hot sausages, which
in Finland is totally unforgivable for a mass event. On
the way back we stopped at Finncon and it was the best of
its kind I've been to. Sure, the otakus were out in force
but I have already grown accustomed to them and the
attendance of the actual Finncon programming was at least
acceptable, if not lavish. Breaking all the promises I
had made to myself I came home loaded with books,
including Kadonneet kyyneleet, Mike's new (and
first) fantasy novel. I haven't finished it yet and what
I've read is not by any means bad... but like everything
else Mike has been doing lately the novel is aimed at
teenage girls.
Umm... yeah. I think he can have this market segment
all to himself. Speaking of writing, Jukka Halme wished I
would write more, especially Praedor. That was very
encouraging because Jukka has been the first reader of
scripts would-be authors keep bombarding book publishers
with. He already knows more about hopelessly bad literary
crap than I will learn in a my entire lifetime and if he
thinks my stuff is good, it is a serious recommendation
and a big morale boost. I don't know how he knew it but I
really needed one. Things haven't been so good lately,
despite Stalker and all that crap. Not good at all.
Stalker RPG has finally dropped off from the
Fantasiapelit top-10 list and I don't think it will
return. All in all, the official sales are less than 200
copies, about half of what Praedor had sold in the same
amount of time and the spike is already over. It is a
niche game and therefore the figures are not entirely
unexpected but I'd be lying if I said I didn't hope for
more. It is unlikely there will ever be another print run
and this has somewhat dampened my enthusiasm for
translations as well. We'll see. I really need to get
into contact with the Strugatsky agent in Germany about
the English translation if I want it done but right now
it feels more than a little pretentious.
Things are not helped by the timing of the
Stalker/Burger Games presentation at Ropecon. It is on
Friday, 16.00, in room 26. Four'o'clock? Room 26? Thanks,
I didn't really feel like talking about Stalker anyway.
Suddenly everybody is a fucking mindreader. I am extra
upset because I had talked about this with the programme
team and they promised to see what they could do about
having the presentation on Saturday. Obviously, they
couldn't do anything but they could have at least told
me, instead of me having to find this out by scanning the
Ropecon programme listings for my name. Let's hope I am
in a better mood when the Friday is really here. On a
better note, there was a fairly lively
discussion about FLOW at majatalo.org while I was up
north.
Roolipelaaja #16 came out and for once it was waiting
for me to come home and not vice versa. It is a
revolution-themed issue with its own official
feedback thread. Being the bastard that I am, I am
writing my feedback here instead. But don't worry. Many
of the commentators on the feedback thread found this
issue more controversial than I did.
The cover is reminiscent of Soviet Art, except that
the guy in uniform needs a shave and a bigger jaw. Letter
from the editor has Juhana lamenting the state of the
industry but seeing some hope in the smaller socially and
culturally divisive LARP-influenced publishing scene of
today. I agree but I find it funny because little over a
year ago he and Mike were arguing for the opposite.
Stenros surprised me by first hitting the nail on the
head on the inherently controversial nature of
traditional roleplaying games then scoring a bullseye by
stating how my games have this undercurrent of wanting to
escape outside the bounds of the society. He cites only
Praedor and Stalker as examples but he could have easily
listed all my published games (and all the games I will
ever publish). I think this "political
escapism" of mine is worth its own blog entry some
day and it is definitely something that sets me apart
from every other Finnish roleplaying game author that I
know of.
I was glad to find a Mobsters review and a commending
one at that. However, I protest the complaint that the
game has gaps the gamemaster has to fill. What the fuck
is the gamemaster there for? If I ever publish something
in print again I'll have it bound with human skin taken
from the backsides of lazy GMs! And yes, the PDF is hard
to read but they didn't have computers back in the Jazz
Age! Print it, staple it and read it! Actually, I should
publish all my PDFs like that and put an end to this
screen-reading nonsense.
Like everybody else, I too dug the article about
Russian revolution with all its stages and processes.
Great stuff, even if the Antarctica article is still on
the top of my list. The propaganda article that followed
was not that great but I think it has been bashed a
little too much. Then there is LARP stuff, some
completely unplayable indie RPG concept, nifty stuff
about OpenRPG and a
bitter disappointment when the bees and flowers -article
wasn't about sex. Of the game reviews, Spirit of the
Century looks like it was tailor-made for me. Tales
of the Gold Monkey, woohoo!
Then there is the big, controversional D&D 4.0
review and as always, proponents and opponents of the
game clash in flaming confrontations all over the web. I
feel like a total outsider in this debate since I never
liked D&D in any of its incarnations (although
Cyclopedia Rules are better than most). There is some
argument whether opponents should have been allowed to
review it in the first place but I think if the reviewers
have played or are actively playing some other version of
D&D, they are entitled to write about the new one as
well since there is something they can compare it with.
All in all, not a bad issue. Not the best but by no
means not the worst either. I haven't had any trouble
with pages falling off but then again I may have been
handling it more cautiously after reading about it. But
one thing that struck as funny in this issue (and no, I
am not offended and I am sure it was not intentional) is
the feeling that I am dead. With veteran RPG
authors dying left and right, somehow the few references
made to me and my games in this issue makes me feel like
I was dead too and they are now talking about my legacy
to the scene. Maybe nobody else gets this vibe but I did
and it was freaky.
09-Jul-2008:
Quoting a Great Man...
IF I DON'T OPEN ON THE FIRST RING, STOP RINGING OR
I'LL KILL YOU! IT MEANS NO, IT MEANS I AM NOT HOME, IT
MEANS I DON'T WANT TO SEE YOU! FUCK OFF! I AM WRITING!
LEAVE ME ALONE!
-MICHAEL MOORCOCK
Yeah, I am hammering away, writing Elämäpeli
like my ass was on fire. Nothing much is going to
happen here before it is done. I am sorry but check back
here every few weeks. Nothing lasts forever.
06-Jul-2008:
I'm Back!
The Dutch have a saying: "We make our money in
Rotterdam and we spend it in Amsterdam".
Fortunately, I still had enough left for the ride home.
My week at the houseboat is over and I am already
planning to go again next year. The whole thing has a
kind of a summer cottage -feel to it. I have this
love/hate think with summer cottages. When I got a little
older, I didn't like my parent's summer cottage anymore
because they were effectively going into hiding for the
summer. Thus the place had been selected for maximum
isolation with very few modern comforts. At Ideaal II in
Amsterdam, we had four computers (one resident, three
laptops), our own WLAN, a big-ass gas stove in the
kitchen, a fridge and there is even a jacuzzi in the bow
bathroom. While staying there, if the two (or three)
restaurants across the street are not enough, tram- or
busride to the city centre takes ten minutes (and can be
walked in a pinch), while a centre-wide ticket for public
transport costs only 11 euros. Tram coverage is excellent
so I still haven't even used the Amsterdam subway system.
Renting the boat for a week cost 1570 euros. Split five
ways it makes 43 euros per night. Quite reasonable, I'd
say. Especially with such good company :)
It was a great trip and unlike the first time, the
weather was fantastic. I am slightly sunburned but wow,
it was like tropics at times. We rented a car and did a
little tour outside the city as well, seeing places like
Utrecht, Antwerpen (Belgium), Hague (cyber-city if ever I
saw one) and also the massive flood wall the Dutch built
across Zuiderzee to keep the North Sea at bay. Helder
Naval Museum was also really cool and my less
gravitationally challenged travelmates enjoyed a brief
stint in a vertical wind tunnel at Rosendahl. Yes, you
can fly in those things and you don't even have to flap
your wings. I ate slightly stronger space muffins this
time and unlike the ones last year, these were actually
pretty good as muffins go. I still didn't notice any
effects, except that much later that night I woke up for
some reason and tried to turn in the waterbed, only to
find that I was so dizzy I couldn't tell which side was
which. By morning also that feeling was long gone.
Amsterdam has something for everybody and the Benelux
as a whole even more. Although the Dutch didn't make it
into the Euro 2008 finals, we nevertheless went to see
the match in a cozy local pub. Watching the excellent
game with such an eager and participating crowd was a
great experience. While party animals would probably want
to head to the Red Light district, I was more into game
shops, bookstores, sampling the local cuisine (some of
the most international of any European city) and checking
out the last few museums we missed the last time around.
Next year the Seafaring Museum will be open again! Yay!
On friday, I went to Spui to check out the bookstores
(American Book Center, Waterstone and the Academica
Bookstore), only to find that every Friday they also have
a book market right there, in the street between the
bookstores. I managed to get my hands on a Dungeonmaster's
Guide from the first print of the 1st edition AD&D
(YES!!! I am a colossal nerd!!!) Other than that, I
stocked up my selection of contemporary cyberpunk
(marketing freaks call it post-cyberpunk but it's only
because they think a new genre would make a good
marketing tool).
The downside of it all was that I am not in a very
good shape and after wearing out my legs I began to have
all sorts of other ailments. I also got a bad case of
heartburn after eating at an Indonesian restaurant which
is not entirely unexpected considering what happened this
spring. I really can't digest all that I could before.
This time around I also ate much more sensibly but even
so, Atkins begins today and the excercise regime
tomorrow. Otherwise my legs simply won't heal.
While I was out of the country, SNIPER: Art of
Victory arrived, in a surprisingly flashy sleeved
package considering it was an 8-euro budget title from
City Interactive and part of the same production line as
Code of Honour. To make the long story short, City
Interactive has published a string of budget shooters
using the venerable Chrome Engine (which I happen to
love) and this time tried bolting some new features to
it, like the whole sniper mechanism and surprisingly
entertaining bullet camera ála Sniper Elite. While their
trees still suck, I am fairly pleased with the scenery,
although judging from Chrome: Specforce the
Chrome Engine could do much better. Structures and human
characters are okay, if not exactly up to the Doom III
leprosy standards. The architectural design of WW2-era
Russia reminds me comfortingly of S.T.A.L.K.E.R.
But while the production quality is good for a budget
title and some of the new features are excellent, I'd
still like to tear the game designer a new one. The AI
is, simply put, retarded. To compensate for this, after
being alerted enemies immediately take cover and start
shooting, with some kind of a psychic vision telling them
were you are regardless of obstacles or terrain. This
kind of defeats the whole point of playing a stealthy
sniper as opposed to some kind of a Rambo. More
importantly, even I can come up with half-a-dozen mobile
game-quality fixes to this problem. What the hell were
you thinking?!! (Budget, most likely...) Honestly, there
is more to sniping than the scope view, shaky hands and a
bullet camera. Sniper Elite gets it right and I
absolutely love that game. At the time, I hoped it would
have begotten a new sub-genre of sniper games. No such
luck.
28-Jun-2008:
Amsterdam, Here I Come!
I am doing my "traditional" summer retreat
trip to Amsterdam for the second time and I wouldn't be
too surprised if I did it the next year as well. Me, my
girlfriend and a bunch of other friends have rented this
boat as our living quarters in Amsterdam for
a week. Last time around I tried space cake twice only to
find out it had no effect on me whatsoever. Maybe I'll
try something stronger this time. It's just that I can't
smoke anything. My lungs are screwed even without it. So
what's in the programme? Dining out, day trips to museums
and flower markets, basking out on the sundeck and
playing Stalker if it rains. I have a new adventure in
mind, something that'll support the upcoming supplement.
People have already written jaw-dropping
accounts of their Stalker adventures in majatalo.org.
I'll be hard-pressed to match those but let's see what
can do. For the record, my adventure starts from Berlin.
And yes, that's nowhere near any of the Zones.
When I return, it is back to the grind for me. Recoil
decided against me or anyone else having any more summer
vacation in July. Oh yes, you'd be surprised to know how
often shit like this happens in the games industry. Of
course I am annoyed but trust me, they had a reason. On
the plus side, I hope I can have all the lost three weeks
of vacation in August since some friends are coming over
from Japan. Judging from all the shit they had to go
through to get the plane tickets I am fairly sure they'll
swim across the Arctic Ocean on their next visit. Having
vacation also helps Fincon/Assembly/Ropecon
participation. By the way, I have been recruited into the
Speculative Games Panel. Let's hope I won't cock that up
because there is a pretty twisted logic to that
apparently chaotic show. Kudos to Syksy for coming up
with something like that.
By the way, I passed the compulsory Swedish test for
university students. Compared to what's now left between
myself and a BA, that feat is on level with climbing the
Mount Everest and then finding out you still have a
couple of grassy knolls in Wales left before you can call
yourself a mountaineer (too much Everest:
Beyond the Limit, sorry). If all goes well, I should
be out of that bloody university before next summer, thus
limiting my study time there to 15 years.
Finally, I just tried the PC version of Gears of
War for 10 minutes. Then I had to stop because my
eyes exploded. Unlike many movie critics out there, I
have no problem with the shaky-cam style of modern action
films. Yes, it screws up atmospheric settings and masks
poor choreography (did I get that right?) but it does
convey the sense of adrenaline rush, fear and immersion
extremely well, like a very good reality
show/documentary. Just look at the latest Opilio Season
in Deadliest Catch and you'll see what I mean.
But!
The camera is so close to the hideously ugly
protagonist that the angle of the shake makes the image
move far too much. This also happens whenever you move or
turn, which in this game is surprisingly rarely because
you mostly hide behind cover, then take some damage to
give some to the enemy and duck back behind cover again
to magically regenerate. While colours are bleached to
the point I want to cry, bump mapping is so abrasively
heavy that my eyes get sandpapered and tears roll already
before I get the chance. Maybe this works better on the
lower resolution (and greater viewing distance) of a
television but if so, we have no reached the point where
console games and computer games diverge into their
separate species.
The same also goes for the gameplay. Even though Rogue
Trooper (a fucking excellent
third-person-shooter-console-port that did not stick
chopsticks into my eyes) had the same
"hide-behind-cover and take iron-sight aimed
potshots at the enemy", it did it so much more
smoothly and without breaking the PC gamer intuition of
how things ought to be done. Gears of War, on the other
hand, is content to coming up with keyboard replacements
for the constant "press X or die/get
stuck/fail/suck" puzzles that console gamers
obviously consider an achievement to complete.
Luckily I did not buy Gears of War but loaned
it from work instead. To play it, I nevertheless had to
create an Windows Live account and if that stops the game
from working for anyone else at work I am going to
firebomb the nearest Microsoft office. I am now going to
put it away and never touch it again (apart from
returning it to the office), while waiting for mailman to
deliver me my copy of SNIPER, a £5 budget game set in
WW2 and using the Chrome engine. Looks like it could have
some of the same charm that Sniper Elite did. At
least the headshot bullet-camera-slowdowns are there but
unfortunately the trailer did not reveal if hitting the
target would produce the same delightfully gory effects
as in SE. There is something really satisfying about seeing
your bullet fly half-way across town and
smash some rooftop-skulking German's nose in!
19-Jun-2008:
Burger Gaming License
I still haven't read the D&D4 but everything I
keep hearing about it warns me not to touch that thing
even with a ten-foot pole. But I have read the GSL
(Game System License) that Wizards of the Coast is
pushing to replace the older OGL (Open Gaming License)
and I know to stay the hell away from it
as well. I work in the videogame industry and that is
known for its rotten deals but What The Fuck is this? The
only people who should be interested in this kind of a
deal are WOTC subcontractors who already have a separate
agreement about WOTC covering the development costs. GSL
has been thoroughly analysed (and substituted for toilet
paper) in a
thousand places already and I have nothing to add.
Parts 2, 6 and 7 are deal killers for me. Everything else
ranges from bad to American legalese, which are not all
that different after all.
Everybody in the D&D fandom is still waiting for
the Fan Site License, which, I guarantee you, will suck.
How do I know that? Because needing a fucking Fan Site
License in the first place means that you suck, bad.
There are laws to protect your IP and if somebody doesn't
care for that, they sure as hell aren't going to care
about a Fan Site License either. My guess is that Hasbro
wants to impose the GSL content control (part 7) also on
fan sites and strengthen its hold on any derivative IP
published there. And I wouldn't be too surprised to see
WOTC repeat the notorious attempt by White Wolf to claim
ownership and policy control over the actual (and
private) game sessions as well. It is only logical now
that they are already seeing D&D as a videogame.
Burger Games (and Old Skool in general) is well known
for being on the cutting edge of new trends. Therefore,
to not to be outdone by WOTC, here is the Burger
Games License (BGL) for using my
game systems in your games.
This Burger Games License Agreement (the
License) is offered by Burger Games, a
Myyrmäki corporation (BG). The License
applies to the use in third party publications of certain
proprietary elements of BGs roleplaying game
products, specifically the algorithmic game systems of
Stalker, Praedor, Code/X, Mobsters and Taiga
(collectively, Core Rules). Please read this
License carefully. Returning it signed to the Burger
Games office will cost you to a postage stamp of a value
determined by your location and the weight of the letter,
thus binding you into no sort of obligation whatsoever
apart from paying the postage with any form of currency
applicable in the part of the world in which you are
present.
1. Effective Date. The
License commences immediately after licensee has made up
his mind about using any of the Burger Games' Core Rules
or a derivative of thereof in his or her upcoming
product. Should there be any changes in the time-space
continuum affecting the timing of this decision, the
Licensee will notify the nearest physicist and exhibit
moderation in his abuse of the time paradox.
2. Updates and Revisions to License. Burger
Games may update or revise the license at any time to no
effect whatsoever. Licensee is responsible for checking
out the Designer's Blog from time to time in the unlikely
event Burger Games has actually lost its marbles and
claims that a mathematical algorithm no longer produces
the same result as before, upon which point
institutionalized mental care for BG will be a valid
option.
3. Licenced products. The
license granted in part 4 is for use solely in connection
with Licensee's publication, distribution and sale of
roleplaying games and materials that contain Licensed
Materials published in a format perceptible to human
sensory organs with or without the use of advanced tools.
Really, if you need to read this part of the license to
understand this you are fucking retarded but for some
reason it is always there.
4. License Grant. Subject
to Licensees compliance with all of the terms and
conditions of the License, BG grants Licensee a
non-exclusive, non-transferable, non-sublicenseable
royalty-free, worldwide license to utilize the Core Rules
in Licensee's own IP. The licensee is allowed to copy
non-fluff material from the Core Rules or make references
to BG products as long as Licensee's product is not based
on BG intellectual property.
If you want to do something related to IP owned by
BG, you have to ask for a separate permission. But the
game mechanics of the Core Rules can be used, copied and
further developed at will.
4.1. Acknowledgement. If
the Licensee uses this License and therefore is, well, a
Licensee, it would be very nice indeed with sugar on top
to acknowledge BG and the product the Core Rules were
used from in the Licensed Product credits. FLOW can be
referred to as FLOW but other BG Core Rules ought to be
referred to by the name of the game they were taken from.
Failure to do so will make Burger feel depressed and he
will mope for hours. Meeting him in Ropecon or similar
events may result in being treated coldly or even the
Licensee being subjected to verbose insults.
5. Requirements and limitations. This
license covers only game systems (i.e. Core Rules) and
NOT any of the setting materials and IP. I am not
kidding. Well, not all the time. Burger Games can decide
the fate of its Core Rules by itself but for example, the
IPs of Stalker and Praedor roleplaying games are not
under BG control. Using setting elements as well as the
game mechanics may result in the Licensee getting into
all sorts of real trouble with a far less forgiving third
party than BG would have been. If in doubt whether
something infringes upon IP or not, ask!
5.1. Logos. For printed
works, it would be nice if FLOW would always be written
with its logo font (Croobie). Also the Burger Games logo
text (Luftwaffe) can be used in credits and the like but
this is not a big deal.
6. BGL Product Conversion. If
the Licensee has previously written games using his own
rules, he must give up on them upon starting to use the
Core Rules, unless he finds that his old rules work
better for the given circumstances or he comes up with a
new ruleset of his own and wants to try it out. The
Licensee is exempted from accrediting Burger Games in the
production credits of the Licensed Product if the Core
Rules have not been used and the product is therefore
neither a Licensed Product nor its author the Licensee.
6.1. No backwards conversion. Licensee
acknowledges and agrees that it will not publish a
product pursuant to his own game systems that features
the similar title, product line trademark or contents as
the Licensed Product, unless the product is found to be
fucking awesome by an impartial review board comprised of
the Licensee and no one else whatsoever.
6.2. Licensee Termination. In
the event that any portion of a non-Core Rules product is
manufactured or published by Licensee or a third party
affiliated with Licensee, after the first publication
date of such a product Burger Games may immediately
congratulate the Licensee of publishing a new product
without the whole affair having any connection to this
License or being any of BG's bloody business in the first
place.
7. Quality and Content Standards. The
nature and quality of all Licensed Products will conform
to the quality standards set by the Licensee, as may be
provided from time to time. At minimum, the Licenced
Products will conform to community standards of decency
and appropriateness as determined by the Licensee in its
discretion. Without limiting the foregoing, all Licensed
Products are free to do whatever they will with graphic
depictions of violence, sex and minorities, with the
following considerations:
A. Acknowledging (but not necessarily obeying)
local legislation
B. Requirements of the genre and product focusing
C. Common sense and good taste as much as Licensee
can say to have them
Without limiting the foregoing, Licenced Products
may contain whatever the Licensee wants and if someone
has a problem with that, well, then they have a problem.
Of course, if they happen to be authorities or take the
Licensee to court, then the Licensee has a problem. In no
circumstances will it be BG's problem and anyone claiming
that can fuck right off.
8. Compliance with Laws.
If the Licensee wants to take on the System, BG will
cheer it on from a safe distance with a suitably muted
voice. Your call, really.
9. Right of Review. BG
has the right to acquire samples of Licensed Product from
the gaming store or the Licensee himself by paying for it
with a form of currency acceptable to the store or the
Licensee. However, any gifts of Licensed Products from
Licensee to BG are accepted with gratitude (and a
positive mention in the BG Designer's Notes blog).
10. Blahblahblah. With
the model contract being 7 pages, BG cuts it off right
here, hoping to encourage everybody with the fire of
inspiration burning in their eyes to turn their ideas
into new and interesting roleplaying games and related
products, Licensed or otherwise.
14-Jun-2008:
Forssa Zone
The university Swedish lectures are still
taking up my evenings on workdays, although we're finally
approaching the end. As a result, I haven't had the time
or energy to write much of anything since the summer
began. But seeing this
thread at majatalo.org was such a morale
booster that I just had to write something.
I am a sucker for good reviews, a trait
which I believe is shared by all roleplaying game authors
anywhere. Stalker RPG has had more than its fair share of
good reviews. More so than Praedor, actually, even if by
this time Praedor had sold about 1.5 times as many
copies. But I digress. That thread, a game session report
with both GM and player commentary explaining the finer
points, was really something. And their adventure seems
both great and very, very "stalkerish". Sope
already pointed out the existence of a Zone in Turku in
his webcomic
but I think it is proven that there is one in Forssa as
well. I mean, those guys couldn't have come up with all
that just by themselves, could they?
<insert a huge smiley here>
Also, the flow of events in their
adventure doesn't seem very railroaded despite the
absolute GM authority imposed by FLOW, so I consider that
issue settled. Finally, there is the comment about the
game system by a player, who has only experienced it
through playing the game. He liked the campaign, he liked
the game system and he liked the character creation
method. Finally he says he cannot wait for the next
session. Reviews don't get much better than that, even if
most of the credit goes to the gamemaster in this
particular case. I made the brush and paints but this was
his painting.
It is the dream of every indie RPG author
(I am supposed to be one, you know) is to get his game
reviewed in rpg.net. I
occasionally check it and a couple of other sites out to
see if any of the English-language reviews of Stalker RPG
would have made it there. Of course, there is not really
much point in reviewing a non-English game there and the
site might even have a policy against that. I don't
honestly know. But I hope it'll happen if and when the
Stalker RPG gets translated into English.
I have some more news on that, btw.
My package to Boris Strugatsky reached
the right people but I've been told that the author
himself has been hospitalized. He will take a peek at it
once they let him out. I don't know any specifics but
I'll keep my fingers crossed and hope for the best. Boris
Strugatsky is already 75 years old and I really don't
want to write yet another obituary this year. On a more
positive note, it looks like someone on their end is
breathing much easier now that Stalker RPG is obviously a
book and not a videogame. I had also included
documentation of my 2003 exchange with Boris Strugatsky
that ended in me getting the license. This time they
skipped that whole issue and just told me to get in touch
with a' publishing agent in Germany about the rights for
an English translation.
What this effectively means is that
unless Boris himself tells me to stop, the supplement and
the Swedish translation plans are on track (we have two
official languages in this country so it is covered by my
original license). I haven't contacted the agent yet but
I will when the bloody Swedish thing is finally over and
done with. I mean, what's the worst thing that can
happen? Curiously, I have now learned from two
independent sources that the copyrights for Soviet-era
works are in chaos and most publishers consider them
public domain. They'd probably ignore his publishing
agent but I won't. I don't really expect to get all
excited about this English translation thing but if it
happens, that guy is bound to have good connections.
Interestingly, back in 2003 a WSOY lawyer
confirmed that the company has absolutely no clue as to
who owns the rights to what as far as any of the
Soviet-era works were considered. In the old system, all
rights went to a government department instead of the
authors. Today, the Russian government hasn't made a
decision to return them to the authors but neither have
they made any moves to re-establish the said department.
So it all remains in a legal limbo.
09-June-2008:
Sad Tidings
Roleplaying game designer (or "RPG
author" as we say here in Finland) Erick Wujcik
passed away on Saturday evening, June 7th. He was a
profilic writer for Palladium Games, with whom I have a
unilateral love-hate relationship but that is beside the
point. The reason I am mentioning him is his diceless
roleplaying-game Amber. I've never played Amber
and didn't like the rules or the concept. Even so, having
now published a diceless game system myself I think I
understand better where Wujcik was coming from. Erick was
the Ropecon guest of honour in 2004 but I didn't get to
talk to him and didn't really care. I did notice him
running a lot of games and being an outspoken and
generally friendly late-middle-aged guy. Exactly one year
later, in the Game Design Challenge of Ropecon 2005, FLOW
was born and Wujcik and I would have had something in
common. Greg Stafford wasn't interested and now Wujcik
will never come back.
The importance of Amber for me
is that it popularised the idea of diceless roleplaying
systems (I count Castle Falkenstein as a dice system in
this context). Without it I would have probably never
thought it feasible. Wujcik may have done it differently
but he also did it first. Amber became an
esoteric classic, if not exactly a hit. It is one of
those games everybody knows about but few have actually
seen and even fewer have played. It is also one of the
favourite systems of my friend Sam Lake, although I've
been told that his gamism-oriented players found it hard
to swallow.
Kevin Siembieda, who came out as an
asshole during the golden era of the roleplaying hobbyist
press, wrote a
very commending epitaph for Wujcik.
Meanwhile, positive reviews of the
D&D 4.0 have begun to appear in the net. I went with
the first wave that was pretty negative but remember: I
don't know jack. I am not a D&D player and whether
something really is or isn't D&D is beyond me (with
the exception of Cyclopedia Rules). I also won't be
buying or playing D&D4 so all I am saying comes from
other people's reviews. For the sake of balance (and to
keep Shaman42 happy) here are some positive reviews:
The jury is out there and I guess it will
be out there forever. I hope that
D&D 4.0 will sell like cocaine because really, it
would pull the whole market up with it. Not by much but
every little bit helps. One out of ten D&D players
will eventually want to try something else and that
makes up the rest of this market. By the way, there is a
surprising amount of venom against D&D as well. I
didn't think I'd find such prejudice and hate from aintitcool.com.
Just check the comments on the review and you'll see what
I mean.
STALKER is doing well. Puolenkuun Pelit
ordered some more today, bringing the official sales up
to 187 copies. There is some black market trade going on
so the total is in excess of 200 but I wouldn't know
anything about that, would I? There has still been no
word from Strugatsky and his associates and until there
is, the supplement and Swedish translation plans are on
course. I received an upgraded version of the rulebook
map today. We've been thinking about printing it on cloth
in larger size to be sold separately. I am also waiting
to hear more from the online support thingie. I can't
really rush anyone I am not paying money to but hey, when
it is up and running in some form, I'll give that guy
a... eh... a Stalker T-shirt! I found some medium-sized
shirts from the bottom drawer. He might get one anyway
though since he also did me a great Institute logo.
You'll find it in the supplement.
07-June-2008:
Hardcore Summer
Well, the the 4th edition of Dungeons
& Dragons is out now (officially termed D&D4) and
by most reviews (here is one
but by no means the only one) it is a cock-up of epic
proportions. Dungeon Master Guide is often commended for
its advice to novice gamemasters but everything else has
apparently gone to hell. Reading the reviews,
"downgrade" is the word that comes to mind.
Many things that are otherwise mechanic-independent, like
the evocative descriptions for monsters and the like,
have been cut out. And if the WOTC excuses for some of
the changes are true (like giving up half-orcs because
their very existence implies rape), we are back in the
darker days of T$R when their moronic
ethics code dictated the content of novels,
adventures and supplements. On the other hand, WOTC as a
company has a racy history including but not limited to
drug-fuelled orgies. For a long time (until now), their
respective D20 lineup seemed relatively free of
politically correct bullshit. I see the hand of Hasbro
behind this latest policy change and if so, it's the end
of the WOTC as we know it.
I am not a D&D player and the last
edition I had any respect for was the D&D Cyclopedia
Rules. I hated the d20 system from the outset and the
crap it spawned must have contributed to the industry's
current decline. Even so, I pray to Holy Gygax that
D&D4 will sell like cocaine. Like it or not, D&D
is the flagship of this industry and everything else
happens in its shadow. If it fails, we are so
fucked regardless of what games we play. Basically, the
entire business of pen&paper roleplaying games would
have to start again from the attics and this time there
is powerful competition from the digital side. Right now,
the D&D3.5 is our last, best hope and it looks like
the goons at Wizards of the Coast are doing their best to
kill it off.
This will be a hardcore summer. Here are
some news.
I am working through June and taking my
vacations in July but I am also on a university Swedish
course, tagging three hours of lectures on top of my
workday four times a week. It really sucks the life out
of me. I am also in a very bad shape, almost as fat as in
early 2003 (read: very) and have all the associated
ailments, like back and knee pains. Stay fit, people! You
don't want to end up like me! In July, I am first going
to Amsterdam and maybe Kainuu and Finncon towards the end
of the month. Then there's Assembly and Ropecon coming
up. Looks like I need a walking cane to survive all that.
I am planning on switching back to Atkins in July (tried
for one day just now and almost went postal in the
Swedish lecture) but it'll be a while before there are
any results from that.
As for writing on my spare time, Elämäpeli
takes priority now, hopefully giving my artist ample time
to work on Stalker supplement imagery. Besides, writing
my book gives me opportunity to work on new and more
experimental stuff in good conscience, something which
I've always found to be stimulating. Since there has been
no word from Strugatsky and his publishing company, my
plans for a supplement and a Swedish translation of the
main rulebook are still on. It is quite possible there
will never be anything that would pass for a response.
Maybe I can take that to be a response in itself.
For me, summer is post-holocaust/scifi
season (and after years of Praedor I feel like taking a
small break from fantasy anyway) and for some reason, Badlands
has been growing in my mind again. Maybe it is because
Fantasiapelit brought Taiga back from the dead for a
while. Badlands is pretty much what Africa could be in
the Taigaverse, with some more cyberpunk thrown into the
mix. Badlands is pretty well thought through already
since I almost went for it back in 2003. That and my
close association with the videogame industry gave me a
revelation of sorts I'd like to share with you.
Some weeks or months back there was talk
in roolipelaaja.fi forums on what (and if) the Finnish
roleplaying scene is. Now, I definitely feel there is
one, complete with its own specialized media. In any case
the conclusions of that debate are not the issue. But
should there be a scene? When advocating for Arcade
Roleplaying (which had no small impact on the development
philosophy of FLOW) the idea was to build bridges between
roleplaying and other forms of adventure entertainment.
But why the hell is there a gap between them to begin
with? If you have a website focusing on, let's say,
action-scifi, why are the relevant roleplaying games not
listed alongside with movies, books, comics and
videogames? Nowadays people who play action-scifi
roleplaying games and people who play action-scifi
videogames are two distinct crowds but at least in
Finland this was not always so (largely thanks to
Cyberpunk 2020).
These days, if somebody did a roleplaying
game on HALO, I doubt if he would even think of marketing
it to the fans of the videogame series. Instead, he would
target the existing roleplayer community and we would
have a lose-lose scenario where existing HALO fans would
lose out on an immensely powerful way to enjoy their
favourite setting while the game's immense,
once-in-a-life-time brand power and creative support
would be utterly wasted on a few old and jaded
roleplayers.
01-June-2008:
Strugatsky Summer
I have some good news and some bad news.
The good news is that I have managed recontact Strugatsky
through his publishing company and will be sending him a
copy of Stalker RPG tomorrow. Looks like the previous
address I had was bogus, or writing the address with
Latin characters made some slavophilic postman throw it
into the Neva river. But with this new address, written
in Cyrillic, it should reach him.
The bad news is that quite a lot has
happened since 2003. Strugatsky has withdrawn from public
and Tristar Pictures has acquired all screening rights
for "Roadside Picnic". Whether that agreement
covers pen&paper RPGs is one thing (and whether they
really care is another) but here is the worst-case
scenario, nagging the back of my mind: Although I had the
permission to do my Stalker before Tristar acquired the
right to theirs (I think), what am I going to do if Boris
Strugatsky himself tells me to drop the Stalker RPG in
preference to the Tristar Pictures license? Argue with
him?
I have more riding on this thing I had
planned on. If all goes well, there will be extra web
support and quite likely a supplement coming out this
year. There has been talk of doing an English or a
Swedish translation, possibly both. Maybe I'll even
release the Tunguska version at some point to dabble in
Victorian/Edwardian scifi and use the wave to build my
own IP on top of the Stalker concept. If Strugatsky pulls
the plug, none of this will happen. I may even have to
recall the 3rd printing. No big deal, though, as nothing
in this scene will ever be. I doubt there would have been
need for the 4th printing anyway, at least without the
translations. If I recalled the 3rd printing now, it
would basically leave me at the black line. It'd just be
a pity. A waste.
I am not saying the bad stuff will
happen. It is just that reading between the lines, I
think somebody on their end panicked when he saw the word
"game" and the concept of pen&paper
roleplaying games as opposed to videogames was not clear
to them. I believe that sending them a copy will put them
at ease but anything is possible. We'll know soon enough.
If they want Stalker RPG to disappear, I am sure they'll
be quick to tell me about it.
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