25-Nov-2010:
A Sad State of Affairs
I am proud and pleased to say that HAX
Facebook is the definitive website for
information on cyberpunk and dark future cinema. I am
less pleased to say that after comparing it with almost
everything else. Machete Girl focuses on their fanzine so
they are forgiven but most of the other cyberpunk genre
sites are either dead or it's been years since the last
update. If I can use the cyberpunk film mini-reviews and
trailer links to pull visitors to HAX Facebook I will but
it is not what I first intended.
So, if you are into dark future/street
scifi/cyberpunk, check it out and spread the word. You'll
get the benefit of having a one-stop site for whats hot
in the genre regarding audiovisual entertainment and
we'll have the benefit of your company, increased visitor
numbers and opportunities to push the HAX marketing
message (yes, that geeky dev blog -type of thing) on you.
I have still a few more works in my library to go through
but I am also actively looking for new stuff to review.
The selection criteria is simple: does it match the
commonly accepted perceptions of cyberpunk and/or does it
contain elements that relevant or have been inspirational
when designing HAX?
The quality bar is set low but not so low that utter
turds like Narcosys or Cyberjack would
be on the list. There are some amazingly bad attempts at
cyberpunk out there. I guess it is same in any genre but
the crap-to-gold ratio in dark future cinema seems even
worse than in most other genres. I am basically buying up
everything I think might be relevant but yeah, it seems
like I find 5 turds for every pearl (like Cyber Wars).
This might be the last blog entry for about a week
again. I have a busy weekend ahead of me and the first
KAJAK e-lecture on level design is coming up on Tuesday
morning. 24 hours of lectures does not sound all that bad
but before you sign up for this job, remember that will
spend another 48 hours preparing the materials and
powerpoint presentations. When you are looking at 72
hours the pay is suddenly not so hot anymore but I really
want to do this stuff. It teaches me as much as it
hopefully teaches the students. I've been doing level
design for years and years but have I ever really stopped
to think why I did things one way and not the other? Now
I have to give a reason for them and if I can't, there is
a good chance I've been doing something wrong.
In that sense I am just one of the students.
16-Nov-2010:
Drawing Plans
In breaking news: S.T.A.L.K.E.R.
TV Series!
I don't even care if this will be shit. I am SO
getting this as soon as it comes out.
I have also learned that there are something like 40
novels based on S.T.A.L.K.E.R. out in Russian. A few of
them have been translated into German but for the most
part the West is completely oblivious about this. Great
news for the most part but it throws a wrench into my
musings about writing something based on my Stalker RPG.
Whether I intended it or not, that's where the two
franchises would become rivals. Right now I benefit from
the increased visibility GSC has given to the Stalker
Mythos. I prefer it that way and to underscore the point,
Fantasiapelit has again ordered a box of Praedor and
Stalker each, along with a small handful of Taiga. The
product is not dead yet.
Speaking of Stalker RPG, I now have another translator
candidate. I know we've been here before and it did not
work out but I wont stop trying. I am not going to do it
since I am up to my neck in Wirepunk right now but I will
be looking for a way to get it translated until someone
higher up in the licensing chain tells me to stop. There
has occasionally been buzz about Stalker RPG in the
non-Finnish RPG circles. If and when the bloody thing
finally comes out in English, I expect the original
buzzers to play their part in getting it out there ;)
While waiting to hear back from my editor, I've been
drawing up plans for my next literary venture: a
cyberpulp novel, based on HAX and starring the lovely
Kanyah Belaya, AKA Arkangel. Actually, Kanyah and
Arkangel are two separate entities with increasingly
differing personalities, even though their memories and
experiences are synchronized every once in a while.
Kanyah always was a human while Arkangel started out as a
neuralnet copy of her consciousness. She has since then
become more a projection than a copy, shaped by Kanyah's
feelings, fears and desires rather than the actual
synchronization of information and experiences. And while
Kanyah lives in fear, hiding from authorities, bounty
hunters and gangs, Arkangel is almost god-like in her
bizarre realm, the Link. Whenever Kanyah is ghost
running, she gets a taste of that power. Returning to
meatspace... well, it is a bitter pill to swallow.
While I am toying with things like transhumanism, AI
psyche and an entire future of networked societies, I
also want to write pulp. That means writing for
entertainment and appealing to the more base emotions and
desires of the readership, much like when designing a
game. Violence abounds and sex should too, although I am
too modern (or repressed) to match Howard's raw
fantasies. Overall, people are driven by their emotions
rather than reason and stereotypes or cliches are to be
embraced rather than avoided. Plotlines are
straightforward and short but you'll have to dig through
layers of exploitation to get there.
They used to sell pulp stories at newspaper kiosks
before it was legal to sell porn. Just imagine if I could
draw even a fraction of that crown back into science
fiction? I don't think that's going to happen but in my
mind I am already competing with Korkeajännitys
for shelf space.
09-Nov-2010:
Häirikkötehdas Review
I still haven't heard from the Häirikkötehdas editor
but the CEO of Finnlectura has been reading my script.
Let's just say the first reactions have been more
positive than I dared to hope for. I know it is not a
real book review and I have a feeling real reviewers
might see it a bit differently. But at least he seems to
have been carried away by it and if I can make that
happen to a handful of more people, the book has
succeeded in its goal of... hell if I know. I saw it as a
kind of a contemplative autobiography with a strong focus
on my school years as a pupil and later as a teacher. He
sees is it as a provocative pamphlet and a manifesto for
the geek subculture in the context of schools and
teaching. As of yet I have no idea what a more neutral
reader would think but let's wait and see if the editor
has any comments on that.
Just because I had a very vague idea of what kind of a
book I was writing does not mean I gave up on my literary
principles. Apart from product specifications, I write to
entertain even when I am writing what I consider to be
hard fact, or I am reminiscing something that really
happened. I try to be evocative and make even the dullest
and most mundane things seem interesting through a choice
of words and approach. This seems to have worked, as far
as the publisher's CEO was concerned. Häirikkötehdas is
aimed to come out at Educa Fair at the end of January. It
is in Messukeskus and I'll probably go there as well to
speak about the book, answer some questions and dodge
tomatoes thrown by angry elementary school teachers.
I'd better savour this moment. Even if the book gets
crushed by critics or is politely given the silent
treatment by those I actually know, I can still look back
to this moment and remember how someone, somewhere was
impressed. I have ten short and stubby fingers. My short
and stubby fingers still got it. Self-esteem is good,
especially if I am planning to do fiction next. After
all, fiction is "just lies some dude got paid
for", as one of the seniors at Recoil Games so
eloquently put it. I have to be a good enough liar to
pull it off. Starting slowly, like presenting childhood
memories in a colourful and evocative manner, is a good
start.
While the novel is doing well, our bid to get HAX
funding from the Nordic Game Fund is dead in the water.
If we had got we would have heard of them by now (on last
Thursday, actually). No phone call, no money. This is not
a surprise as such. They've received over 200
applications and have enough money for around 10. They
also tend to invest in projects that have a solid backing
from other investors or the developer is otherwise stable
and has convincing portfolio. Wirepunk neither has other
investors nor anything at all in its portfolio. Our CVs
make a pretty impressive read but that's about it. Still,
whenever you send out those applications you have this
false hope that it might lead to something. After all, if
you don't believe in your own idea, why should the
players?
Part of the application is a 6-page description of the
game concept or service. Last time we went for the
serious approach and tried to actually tell those fools
how our game works and what the effects of receiving that
money would be. Since that didn't fly, this year we went
all out on pretty pictures. That didn't fly either but on
the plus side we now have the pictures for future
marketing materials.
This is the
actual concept design PDF we tacked onto the
application. You may encounter some of this material in
the future as brochures, ad banners or T-shirt images.
05-Nov-2010:
And a Bottle of Nuka-Cola
I played Fallout: New Vegas to one of its many endings
this morning. I allied myself with Mr. House, the
cyber-enabled leader of the robot army that controlled
Las Vegas. I wanted some chaos to remain and an
independent Vegas would do nicely to keep the NCR in
check. In-game geopolitics and I actually give a damn.
Great writing. I wish the creative team would do a
makeover on Fallout 3 as well but retaining all the
graphics. FONV may boast with having twice the number of
locations but compared to FO3, most of those locations
are small and simple. A ruined kiosk by the roadside does
not really hit my epic nerve, no matter how well it was
written.
All in all, this first playthrough took about 60 hours
(Steam shows 84 but the game was left running over a
couple of nights) and the outro showed that many of the
possible outcomes remained unresolved. A fairly gloomy
outro, actually. Considering that a modern FPS will
probably have 6-10 hours worth of gameplay (I cleared
FEAR 2 in 8) you can see that FONV is pretty damn good
value for money. Linear games provide a more cinematic
play experience but doing linear content is expensive.
Sandbox games like Fallout cheat by having dynamic
content reappear in old locations as the player goes back
and forth between already visited objectives. FO3 cost 50
million and FONV was not cheap either but getting 10+
times the content for twice the price is a good deal. I
hope New Vegas sells like cupcakes. I want to have DLC
and sequels to see where the story goes next.
Last night I re-entered Caesar's Fort and killed
everyone inside, including Caesar himself. It was a
massive battle but I cleared it with my two stalwart
companions, Rex and Boone. I was very impressed to find
out that the game actually had prepared for such an
event. Legatus too over the Caesar's army and Legion's
plans went ahead anyway, but the death of Caesar was
major news and a morale boost everywhere in the Mojave
Wasteland. Brilliant! Now if only the game would have
future shock in it everything would be perfect.
My bronchitis overcome the first antibiotic, so here
we go again. This is the second prescription. The last
time it got prolonged, the fifth prescription sent me to
the hospital. Doctors at Peijas Hospital gave Diacor 8+
for an attempted murder.
By the way, I turned 37 yesterday.
31-Oct-2010:
Fallout: New Vegas
According to Steam,
I've now logged in 46 hours of Fallout:
New Vegas. I am at level 26 and the game still has
plenty of content and storyline left. Considering that a
modern shooter is calculated to have around 6 hours of
content you can say that the scale of the game is simply
humbling. Apparently you could play the game through to
one its various endings in 20+ hours but for me,
exploration tends to trump the main quests. I am happy to
spend hours and hours scouring every last inch of the
wasteland, trying to locate and explore every possible
location. So what do I think of FONV so far?
I was a big fan of Fallout 3, once I got over
the fact that the new Fallouts were iterations of the
topic and not true sequels. However, critics were right
when they argued that Fallout 3 was a shooter
with RPG elements. I don't consider that a bad
thing but an accurate statement of fact. But in my
opinion, Fallout: New Vegas is an RPG with
shooter elements. It is way more complex,
noticeably harder and has the same kind of convoluted
quests that confused me already in the isometric
Fallouts. Quests are also often left hanging because you
want to preserve your relations with the multitude of
in-game factions. As a result, you often find yourself
reading through the hopelessly inadequate quest
instructions over and over again, wondering what you have
missed or forgotten. FO3 quests were short and
straightforward; you were never left wondering what to do
next. Just like they should be in a shooter. But FONV is
a true RPG and that crowd just loves tricky questing.
There are also other things that I miss from FO3. The
world geometry in NV is more restrictive and it looks
surpisingly bad at ultra-high settings. All too often I
run into invisible walls that dictate on which small rock
I can climb on and which I can't, even when there is no
visual difference. This almost never happened in FO3.
Also, the level design and artistic vision is poor. No
location is really memorable or evokes any sense of epic.
Even the hyped Las Vegas strip looks like crap. The
myriad towns, villages and farmsteads are small and
unimaginative (granted, the level design and location
architecture of FO3 was probably best ever; it is hard to
match that) and big bases are straight out of Half-Life
1. The crafting system has been expanded to cover
virtually every item in the game but it is still
completely useless. And for some reason, these crappier
graphics seem to be harder to run than Capital Wasteland
ever was. Even though city streets are deserted and the
biggest military bases tend to have around 10 people
running around.
The start of the game is awful. While Fallout 3 has
probably the best setting tutorial ever, the first three
hours of Fallout: New Vegas just plain suck. It is a
classic MMORPG experience where you spend the first few
hours levelling up on rats! (geckos and dogs in this
case). Even the sandbox feels like an MMORPG zone, except
that high-level and low-level zones have very poorly
defined borders. Hmm, on the plus side, that meant that
the whole world did not get seeded with aimlessly
wondering high-level monsters all of a sudden (FO3's idea
of game balancing, courtesy of the Oblivion team, I'd
bet). Hmm. Okay, I forgive the level zones because at
least the world is consistent.
However, the biggest problem and where the developers
really dropped the ball is the absence of future shock.
Post-holocaust settings rely on the shock of seeing
something safe, strong and ordinary transformed into a
bleak wasteland and monster-infested ruins. Fallout 3
was set in Washington D.C. (for retards: it is the
capital of the present-day United States). Turning
Washington DC and its suburbs into a post-apocalyptic
wasteland was every effective and I loved the subway
network so much it inspired the whole concept of Berlin
Zero. The contrast between the devastation and the
scarred Pre-World monuments was jarring even for a
foreigner like myself. The nuclear holocaust felt very
concrete and real.
Fallout: New Vegas is set in the Mohave
Desert (thus, Mohave Wasteland). This is a bleak, arid
wasteland dotted with abandoned gold towns even today.
Baking one of the hottest places in the world in the
nuclear oven does not seem to have changed anything. Even
the only real urban centre, Las Vegas, appears to have
escaped relatively unscathed. Apart from the occasional
mutant, the game feels like it is more about a general
fall of law and order rather than the aftermath of a
nuclear holocaust. Come to think of it, venturing out
into the wastelands around Las Vegas is a bad idea even
today. So really, nothing has changed. The future shock
is flat-out missing from most of this game and in the
post-nuclear genre that is unforgivable.
However, I would not have played Fallout: New
Vegas for 46 hours if it were a complete lemon. The
exploration is still fun (even if it suffers from the
poor level design). The overall challenge and
resource-balancing are much better thought out than they
were in FO3. By this level in FO3 I already had a hundred
thousand caps. In FONV, my personal best is 11K and now I
am now down to 2K again. Money always matters
and this is a hard trick to pull off in computer RPGs.
There is also a hardcore mode where food and drink,
healing times for broken limbs and such come into play
but I haven't tried out that yet. Even without it,
leveling up feels like an achievement and monster
encounters retain a palpable sense of danger to the very
end. On lower levels, I absolutely hated the Damage
Treshold mechanism (giving mobs armour instead of just
adding hit points). Now as a high-level player I simply
love it. It adds a whole new layer of depth to combat and
planning.
All this pales in comparison to the game writing. Fallout:
New Vegas is an extremely well-written game. While
FO3 felt goofy at times, FONV plotlines and characters
are pure art. Character histories and motivations are
breath-taking, the integration of events and themes from
Fallout 2 is spotless(lots of familiar references and
even some old faces), the overarcing storylines are
genuinely epic and on the whole game writing makes you
give a damn. This is a big improvement over some
oversized water-filter.
This next part is hard to explain so I'll try an
emotional angle. Both FO3 and the original Fallouts
happened when the Wasteland Culture was at its peak.
Settlements were tiny kingdoms and most surface-cultures
were tribal or nomadic (the distinction between gangs and
tribes is obscure in the Fallout Universe). It was the
Wild West to the power 10, in all its anarchic glory. Fallout:
New Vegas takes place 30-40 years later, the events
of FO2 being ancient history by now. New modern states
have emerged from the chaos and the whole time of anarchy
and conflict is coming to an end. It is like the
Hollywood portrayal of 1890s, the dying days of the Old
West. Civilization is advancing from the West Coast,
either annexing "wasteland cultures" or pushing
them into the far fringes. The era of heroic adventurers
is also ending. I can imagine the Courier being the last
of her kind (for some reason all my Fallout characters
are women). Win or lose, she will now fade into history,
along with the era of violence and chaos she helped to
bring to an end.
Damn. You know writing is good when even the fucking
setting backstory brings tears into your eyes. There are
so many good stories here, so many tragic fates, so much
soul-searching and a sense of history. If I really were
my character (with her skills and survivability), I would
have a personal sidequest throughout the game: find a
fission-powered motorcycle, load the saddle bags with
goods and ammo. When it was all said and done, I wave my
hand, kick that baby into gear and ride off into the
sunrise (the chaos lingers in the east).
So what is the verdict? Fallout 3 remains the
better game but only because it was a
shooter, easy on the eyes and a fresh approach to the
subject. In these respects Fallout: New Vegas
does "okay but not great". Especially the
visual design is iffy. But the writing... oh boy, the
writing. It takes some time before you really run into it
but when you do it grabs you, hard. And personally, I
think this is the point where the new Fallouts and the
old Fallouts finally see eye-to-eye.
26-Oct-2010:
Conclusion to HAX Designs
And that concludes my long HAX Dev blog series of
"HAX Designs". Holy shit, that last entry was
tough to write.
http://www.haxgame.com
or http://www.facebook.com/haxgame
Basically, if you want to steal our design for HAX it
is all there. Just crank up the numbers the way you want
them and off you go.
24-Oct-2010:
NOMAD Update
With a bronchitis even attending the Alternative Party
was an adventure. But I survived and it was not too bad,
thanks to some heavy calibre medication. Alternative
Party was okay but it was not as good as last year. And
sometimes I get frustrated with the usual Altpartyisms,
like the technology never working right when showing
demos, the atrocious English of the speakers (trust me,
space is not pronounced as spiis)
and the wobbly non-keynote presentations. This year I was
especially taken aback by Sonja Kangas' presentation on
female geekdom. She is usually a heavy-weight in the art
of giving presentations but this time she partnered with
another woman, a representative of the female geekdom.
She was a god damned drag anchor to the whole
presentation! Had she never seen the presentation
materials before? Had they never gone over the issues
they were going to tackle? When she told the audience she
would need a couple of hours to come up with a viewpoint
I felt ashamed for the entire Finnish geekdom.
I also played hours' worth of Fallout 1
there. What a great game! I think it is actually better
balanced than Fallout 2 was. However, FO1 sits on my
laptop waiting for the next trip or event. On my home
computer I have a brand-new installation of Fallout:
New Vegas. I know old Fallout fans are supposed to
hate the new Fallouts for being shooters but honestly;
something like the old Fallouts would never get made on
AAA-level in this day and age. If Bethesda had not gone
for a full 3D-look with shooter elements, the whole
franchise would have been condemned into oblivion. I
agree that Fallout 3 was a very different kind of game
but I also claim that it kicked ass. Especially for a
post-apocalyptic scavenger like myself. As for New
Vegas the jury is still out there.
I heard that my NOMAD illustrator scans this blog from
time to time to see if there has been any progress. In
the meantime he really should stick with commissions from
clients who actually pay something. My sporadic and
volatile style of RPG writing makes me hard to work with,
as anyone involved with the five years it took me to
write Stalker RPG can testify. Ever since I decided to
write something about NOMAD, the bloody thing has been
growing bigger every time I look at it. My original
intention was to make it somewhat like Mobsters; a small
and easy PDF-downloadable booklet. Well, that's not gonna
happen. I am probably going for a full A4-sized book with
around 100 pages. It's going to be a thinner book than
most of my games but still a full game. However, that
final epiphany on what it will be is still lacking.
Stalker RPG simmered in my mind for four years and then
suddenly poured out of my head. Maybe the same will
happen with Nomad, I don't know.
One of my NOMAD inspirations is the current rulebook
for Necromunda. Although the genres are
different, the settings have some things in common. But
while Necromunda is chasing the dying embers of the
cyberpunk gang wars in the bowels of a vast future city,
my vision of NOMAD is from somewhere between Berlin
Zero and Aliens (with a hefty mix of Pandorum,
Metro 2031, Druuna, Eden Log and Stalker
thrown in). It's a shame that the NOMAD setting simply
does not support the idea of vehicle combat. I could
imagine something like the scene in Aliens where
Ripley drives the APC out of the atmospheric converter
happening in NOMAD but they would be rare, almost
one-time occurrences. NOMAD has some vehicles aboard but
apart from tiny forklifts and robotic lifting frames
(yes, Aliens again) they have little use inside
the ship itself.
One thing I have made progress on is the rules system.
After several experiments with FLOW derivatives, I
settled on a light-weight version of the Praedor system.
Borrowing heavily from Code/X, everything will be handled
through abilities rather than skills but there will be
15-20 of them. Besides, it is a high time we had
firefight rules for Praedor! The system is not quite
finished yet but it won't take long now. Maybe I should
run a test session or two of NOMAD when it is? In my
design philosophy the rules are an integral part of the
setting and have to convey the same sense of
"reality" as the setting itself. In this case I
need scifi-horror rules that still give the characters a
fighting chance. In a computer game it would be a really
difficult balancing act but in a roleplaying game there
is a bit more freedom because the Gamemaster does the
rules interpretation. However, if he has to constantly
overrule the system, the rules are broken, plain and
simple. Rules are supposed to support gamemastering, not
the other way around.
22-Oct-2010:
Future Works
Assuming a combination of flu, cough and Alternative
Party 2010 does not kill me this weekend, I will be
delivering the script for Häirikkötehdas to
the publisher early next month. It is going to come back
at least once, of course. The editor cracks the whip on
my atrocious grammar and even though I think the current
structure actually pulls it all together fairly well,
they are going to find inconsistencies, conflicting
statements and needless repetition and so on. And that's
okay. That is why the editors exist. I will go through
the document, agree with most changes and make most of
the suggested bigger edits, reject some and away it goes,
hopefully for good. Finnlectura publishes mostly stuff
for teachers. I guess a whole bunch of them will think I
am a raving madman after reading about my elementary
school experiences but getting it out, or rather shouting
it out while spitting ink on my beard was strangely
cathartic.
Then it is over and done with. Along with my career as
a factbook author.
It is not the only career that has had me thinking
lately. I've worked full-time in the videogames industry
for 7 years. I like being a game designer. But things are
changing. More often than not I am not designing games
anymore. Instead, I am a social media designer who draws
up wireframes and writes documentation on where to put
the Facebook Connect button and what should the
small blue fucker do when clicked. Or I am tasked with
reading through commercial websites and making
suggestions on how it could be made more appealing and
interactive. I am not sure if I am any good at that,
really. And even when my work is about games, everything
is designed by committee these days. Mass appeal, no
niches. Mundane, no risks. Sometimes I wonder if niche
would not actually be the right approach since there is
not going to be a massive marketing campaign anyway.
Oh well, time will tell. And HAX will tell. I am
sacrificing chocolate the Hippopotamus Totem I keep on
top of my workstation. May the Spirit of Hippo watch over
me and help me overcome obstacles at both work and play.
With Häirikkötehdas out of the way I expect
to have some free bandwidth to write fiction again. I
don't have a publisher but when I came up with the idea
of writing cyberpulp, the nice folks at #praedor proposed
using the ransom model. That means writing a sample and
stating that if donors get together X amount of money,
the rest of the novel will follow and it will be
published electronically free of charge (and without
DRM). Then my spouse asked me how much would the ransom
be for some cyberpulp novel or even a second book about
Vanha koira. I gave it some thought and really, the
answer was very simple. It would be 2000 euros. There. 2K
is my typical advance payment for delivering a script to
the publisher (Finnlecture does things differently, let's
see how that goes) . Since I have yet to see any
royalties from my work, I have no problem publishing new
stuff for free once my advance is covered. So 2K is my
price.
I wonder if working for a loose community of fans
rather than a publishing house would impair my chances of
getting an arts grant. Yes, it is unconventional but the
ransom is a real, binding contract. If explained in the
right way to the right people, I think it might actually
improve the odds.
19-Oct-2010:
HAX Designs, part 3
HAX
Website
HAX
Facebook Notes
It is hard to think when your head is full of phlegm,
so I'll just go over the news. Big thanks to the
freelance illustrator who sent me Stalker RPG fan mail. I
love getting that. Apparently I also frightened him into
silence when I explained to him how Burger Games gets its
art. Yes, we beg. I can pay for the cover art but the
interior illustrations have to be free or I won't have
them. It is true that Petri Hiltunen has made some money
out of Praedor but nowhere near the 10K worth of art he
drew for Praedor. And I am eternally grateful to Tuomo
Veijanen, whose b/w graphics gave Stalker RPG its rough
and rustic look. He made over 100 pictures for it and his
inspiration was contagious, pushing me onwards even when
my own inspiration had failed.
I can never praise him enough.
I've been thinking a lot about having a quick and
dirty dice mechanic for Stalker RPG since some people
would want it anyway. Usually whatever I come up with are
too complicated and worrying too much about probability
curves and shit. Reading Neuhanse made me wonder
if I had been approaching this from the wrong angle.
So, the basic roll could be: 1D6 + Attribute. On a
roll of 1, the attempt fails automatically and if the
total was also below the difficulty limit, it was a
fumble. On a roll of 6, roll again and add it to the
result. However, this second die roll is not open-ended.
If the character has a talent for what he is doing, roll
2D instead of 1D and use the better-scoring die. This
increases the odds for getting a second roll (which is
done with just 1D). A good tool, a clever idea or some
impressive roleplaying can give the player a +1 bonus to
the roll. Rather than imposing penalties, consider
increasing the difficulty level if the circumstances for
the attempt are poor.
Difficulty limits would be 0+, 2+, 4+, 6+, 8+ and
finally 10+ (you can go to 12+ but that is kind of
redundant). For each two points of excess something
extral happens.
If in a conflict, both sides declare their intentions
and roll. The higher result gets his way. For each
advantage each side has over the other (typically
firepower, protection, circumstances etc.), add +1 to the
roll. Idea and roleplaying bonuses apply here as well and
the Stalker damage system will work just fine. If the
target has Body attribute points left, he can sacrifice
one and any hit will be a scratch or a flesh wound at
most. If he refuses or has run out of Body points, the
attack hits home. See the Stalker RPG rulebook for
examples what different damage types might do. I am
pretty proud of those descriptions, actually.
I haven't playtested this or anything but by just
looking at it we can make certain observations. Firstly,
the effect of having talent decreases towards the higher
difficulty levels. It roughly matches the difficulty
level descriptions. Talents will make the character a
confident professional rather than a dashing expert. Also
players are more likely to concentrate their talents on
certain attributes because attribute values would be much
more important now. There will be frequent automatic
failures and critical successes because of the narrow
result range of the die. The gamemaster might want to
consider giving up on difficulty levels entirely and
using the dice rolls as a rough descriptive guideline
rather than a strict resolution engine. You know,
Syndicate style.
There were always going to be some differences between
FLOW and diced systems. It is up to the gamemaster to
decide if the changes are for better or worse. Personally
I think FLOW works better for Stalker but despite my best
efforts, my attempts that converting it into radically
different genres seem to have failed. I probably have too
strict prejudices and assumptions on how different genres
ought to be played. Stalker was a new thing to me as
well. It has proven very hard for me to make the leap
from a diced system into FLOW in the more established
genres. Could I make a FLOW version of Praedor, I
wonder...
If you have had successful applicatuions of FLOW
outside the Stalker RPG, I'd like to hear about them. Of
course, I'd love to hear more good things about Stalker
RPG as well.
16-Oct-2010:
HAX Designs, part 2
HAX
Website
HAX
Facebook Notes
15-Oct-2010:
HAX Designs, part 1
Yeah, it
is right there.
Besides directing traffic to HAX website, I am also
whoring for more "likes" for the HAX Facebook
Profile. So if any of you reading this (assuming
anyone is still reading this after such a long pause) dig
scifi games, cyberpunk themes and such, please check it
out and click the Like button while at
it. It is just a profile page and not a Facebook
application so it won't be asking for your soul or the
firstborn child. I am also trying to produce a steady
stream of content for it: Dev Blog updates, random news,
subculture links you might have otherwise missed and the
like. Liking the HAX Facebook profile also makes your
penis grow, your breasts stay firm and whatever else your
random spammer might promise you. And it does that just
as well as the spammed product. So click it, m'kay?
I have considered writing a pen-and-paper RPG set in
the HAX world. The problem is that it would be very
avant-garde for a cyberpunk game. Ghost runners are not
the only kinds of runners in the Complex but they all
take my trademark adventurer trait to the extremes:
living off the grid, outside the ordered society. Doing
that in a Link-controlled dystopia that is the world of
+87 is so difficult and has such radical requirements...
The computer game lets me off easy. I don't really have
to deal with the meatspace existence of the characters.
Runners lead double lives, like freelance spies and deep
cover agents in a mosaic of totalitarian powers that both
hunt them and yet depend on them in many ways. The HAX
never meet. Meatspace runners might form groups similar
to terrorist cells and while there might be a HAX member,
he is never physically present. Instead, he is in the
Link, acting as their spirit guardian.
In fact, in a world like this, why would the other
runners need to be physically present either? The solo is
a cyborg body operated remotely by... a fat man on a
couch somewhere, drooling as he is immersed into a
full-sensory simulation. The techie controls a number of
robotic drones. The socialite is actually a puppetmaster,
keeping a storage of pretty clones and using ghost
running techniques to implant temporary copies of his own
mind into their empty heads. The suit is just a name, a
virtual face and a security clearance that others can
communicate with and who can bend the System to do his
bidding from time to time. I am not a big fan of
transhumanism but this is getting awfully close, isn't
it? And it falls apart if removed from its super-tech
context. The Complex Runner Scene is unique. Although
some kind of Runner Scene probably exists in any of the
Cartel-controlled hubs, the political opportunities and
technological infrastructure are rarely up for the job.
I am not a great thinker or a visionary. I am an
entertainer. Whether I write, speak, run roleplaying
games or plan games, that's my goal. I prefer to do it
through my beloved "otherwhere", taking the
reader, or the player, into places and circumstances he
cannot experience in the real world. Certainly you can
find a deeper layer in everything I do but it is there
despite rather than because of my efforts. Once Häirikkötehdas
is off my hands, I am planning to write a novel set in
the world of HAX. I have written a pulp fantasy novel
before, Vanha koira (Jalava 2004). While it
didn't set the world on fire (actually the publisher
won't talk to me and much less reveal the sales figures),
it was well received by critics. Pulp as a style has many
things that I like. Direct approach. Focus on
entertainment. Action exploitation with sexual flavouring
(rather than the other way around; this is an important
definition).
I plan to write cyberpunk pulp about the
world of HAX. All that contemplation of runner lives and
stuff can still be there and I would not be surprised if
somebody also found references or echoes from my previous
work between the lines. It is all in the the deeper layer
if you go looking for it but it is not my selling point.
I want is to write dark future -themed entertainment,
with the complexity level of a roleplaying game adventure
or a videogame narrative. I want naked bodies striped
with living tattoos, glistening with sweat in the
tropical heat. I want melee fights in a world that has
portable laser weaponry. I want to retrace part of the
path that Gibson took and see the HAX lash out with
binary magic. Machines that live. People that don't.
Heroes, villains and rogues. Conspiracies and ancient
treasure. All in the context of what is generally
referred to as cyberpunk in these days.
I usually detest made-up genre names but I call this cyberpulp.
I don't have a publisher (funny... I've never written
a book without a signed publising contract). All I have
is a story concept I've been thinking about for almost
two years now. It was part of the birth process of the
entire HAX setting and has done a lot of boiling and
ripening since then. Now with Häirikkötehdas finally
out of the way, I have a shot at it. However, there is
one caveat. If I write about HAX, I want the players to
be able to read it. That means writing in English, which
in turn rules out Finnish publishers. Oh well. Would you
be interested buying a DRM-free cyberpulp
e-novel..?
13-Oct-2010:
Oh Boy
Two months of busy work, crunching to get Nordic Game
Fund application for HAX ready, completing the script for
Häirikkötehdas, making room for a friend of
yours who has lived with us for a while (and will live
for a while still). Wrapping up Berlin Zero...
how did life get so busy all of a sudden? Where did my
spare time go? As you can see, I am not splitting the
blog into a new Fall section this time. There is just 1,5
months to go before I would have to split it up again for
winter.
HAX is in production stage and there isn't really that
much for me to do. Come to think of it, I can scarcely
call myself a game designer anymore even in my day job.
My actual title is "senior designer" and I
spend most of my time doing non-game things and Web
2.0... "things". Wirepunk and HAX
are the only pure game industry endeavors I am involved
in. It is about as important to me as a breathing hole is
for a Weddel Seal during the Antarctic Winter. Facebook
informed all professional entities dabbling with it that
Facebook Groups are going to be on back burner and
product or company pages should be public profile pages. I created
one for HAX but
there are still some issues with the RSS feed from the
HAX website.
In other news, there is a new map image available for Berlin
Zero Underground. All hail #praedor
fans with free time on their hands (and who are willing
to show me "how it is done". I sit corrected).
Did you know that Toulouse has a subway as well?
Developing the Berlin Zero Underground has given me ideas
for an urban-exploration themed Stalker campaign. More
about that later on. I hope to revive my two Stalker
groups and will probably offer the urban exploration
theme for the first group. I have trouble recollecting
what they were expected to do when we stopped playing for
unspecified reasons. Stalker Japan could
continue as before. I remember exactly what were doing.
Some people have expressed wonderment at my liking of Book
of Eli, a post-holocaust film with
strong Christian imagery and religious symbolism. I think
it was excellently filmed, incredibly atmospheric, loaded
with good ideas and while I am atheist, I am a firm
believer in the power of religions. The idea of wasteland
warlords wanting a religious monopoly with pre-war holy
books and relics is perfectly realistic to me. Besides, I
think the movie dealt with the theme extremely well. The
one part of Day After Tomorrow that did not suck
was the atheist librarian protecting the Gutenberg Bible
when others were burning books for heat. Call it
ridiculous attempt to reach across spiritual frontlines
but if a generic holocaust did happen, that guy could be
me.
Besides Stalker, I could not help but notice that Deathwatch
RPG has arrived. I am not going to buy
it but if a copy were to appear from somewhere, I would
give it a go (hint hint). Rogue Trader dampened
my interest in it an overly convoluted system and
terrible organization of text. Maybe Deathwatch will
provide a more... straightforward approach.
We will not fail. We are the Ultramarines.
16-Aug-2010:
Deus Ex 2: Invisible War
Square Enix is pushing new fancy trailers of the
upcoming Deus Ex 3 and thus inspired, I decided to take
another look at Deus Ex 2: The Inivisible War. So, off to
Steam we go and I've been playing the game for a hours
now, currently prowling the alleys of Medina village in
Cairo (wtf?). DX2 looks dated but not impossibly so.
Reminds me of the Russian scifi adventure games I used to
buy from Gamersgate. Reminds me of them quite a lot,
actually.
DEX is of course a sequel to the legendary Deus Ex 1
and often derided for being a horrible letdown and a
franchise killer. And true enough, there is a of things
wrong this game. As a shooter, it is atrocious. And
whoever designed the inventory system should be skinned
alive. The whole thing screams of poor production quality
and rushed finish. But as an adventure game it is okay.
There is nothing wrong with the plot and if you are a fan
of the old Lucasfilm games, going around talking to
people and collecting codes, items and small side tasks
feels right at home. So, it is a nifty scifi-adventure
game with some misguided shooting sequences.
Shooting is awkward, slow, beset by dead angles and
range limitations on weapons which means that a shot that
hits dead on from 20 metres does not even ricochet out of
anything at 21 metres. Enemies also have this tendency
not to keel over and die when hit with a burst of
high-explosive fragmentation ammo. The amount of hit
points per enemy is insane but the circle strafing
battles are impossible because enemy hits and misses are
based on dice rolling instead of actually modelling the
shots. Well, me being what I am I dug up the *.ini files
and increased player-to-NPC damage five-fold.
And now it feels normal. I shoot at a
guy a few times with a pistol and he dies. He shoots at
me a couple of times and I die. That's how it is supposed
to go if you can't model an actual run-and-gun battle.
What the hell were the designers thinking?
Judging by the inventory system, they weren't.
There are 10 item slots, 5 in the quickbelt and 5
otherwise. You can't drag and drop items into them, so if
you want to move an item from slot 5 to slot 1, you have
to drop the items in both slots, then pick up the item
you want into slot 1 first. You have upgrade options for
your weapons which is kind of nice but I've since learned
to hate my submachinegun. Finally, the designers' idea of
roleplaying is to limit you to 6 cybernetic superpower
slots with three options for each. I went for a
sneaker-assassin-hacker type of setup but how the powers
work is explained very poorly, if at all.
Deus Ex as a franchise deals with global conspiracies
in the dark future and DX 2 is not an exception. My
character is supposedly travelling around the world,
balancing between two factions (and I hate both) as she
selects the mission objectives she wants to complete.
This is what we did already in Deus Ex 1, as I am sure
everybody remembers. However, Deus Ex 1 really feels like
a global conspiracy of epic proportions. Deus Ex 2 feels
about as epic as eating pizza in my living room and it
kind of deflates the whole conspiracy aspect. This is
largely due to bad level design.
DX2 came out also on consoles but I have seen what the
original Xbox could do with Oddworld: Stranger
and there is simply no excuse for mucking up the levels
this bad. Basically, the game starts with a cutscene of a
nanoterrorist attack destroying Chicago and how cool (if
also stupid) you cyborgs are. After that you are placed
into a room and lo and behold! The entire game occurs in
rooms or corridors connecting them! First I am supposed
to be Seattle but it is a maze of rooms and corridors in
what feels to be effectively a single building. Then I
fly to a ballistic research lab somewhere in the
wilderness and the most outdoor they have to offer is a
very tightly fenced-in roof. Then I am suddenly going to
Cairo and find myself inside an arkology, i.e. rooms
connected with corridors. Then I leave the arkology to go
outside to the village of Medina (wtf?) and it is a set
of corridors and rooms with sometimes the night sky as a
ceiling. Usually there is no one about, not even in the
busiest Seattle. And if there is, they must all be
members of the Westboro Baptist Church because they all
look alike.
Maybe designers thought the insane combat balancing
was alright because all combat occurs at a point blank
range. So far I've had one occasion to use my sniper
rifle because my submachinegun could not hit a target
from 30 metres.
I can't understand how Warren Spector could have
missed the concept of "epic" so bad. If you
look at DX1, it starts from Liberty Island, with the
fucking decapitated Statue of Liberty standing in the
middle. That is an instantly recognizable and a highly
symbolic place, even with all the limitations of the
engine. Then you find yourself in the slums of the
Battery Park. It is gently snowing, there are bums around
and the whole city of New York is your horizon. Then off
to New York we go and you wouldn't believe how nice it is
to have buildings and streets instead of a single huge
dungeon.
Yes, this is a decent B-rated adventure game set in a
dark future. It is fun and I recommended for old-school
scifi adventure game fans everywhere. But if I didn't
know better, I would have assumed DX2 was made by some
Siberian pirate outift without a proper license and
trying to cash in on the Deus Ex fandom (this would also
explain why the looks and atmosphere of all the locations
was so off). The fact that this is the real deal, the
actual game Warren Spector *intended* to succeed Deus Ex
1... it beggars belief.
13-Aug-2010:
BZ: Stalker Underworld
I am on a roll. Here is a (huge) map of the Berlin
underground in Berlin Zero. The map is so large because I
could not find a high-resolution base to make it from and
I wanted to keep the names readable.
Berlin
Zero: Stalker Underworld
The ends of the lines are on the outskirts of the
city, reachable by foot on the surface. Those entrances
not overrun by mutants and turned into Radnests usually
have Stalker Outposts. It is nothing to boast about,
20-100 people, some basic goods and lively trade of
recent loot that relies heavily on personal relations.
From the outposts, you can usually traverse the tunnels
for a few stations inward and you might even find
vehicles for it: cross-country motorbikes or railcars
with some kind of engine bolted on them. Stations close
to the outpost often have small camps as well, basically
a fortified shelter for tight spots. Sealed and defended
metro cars are a popular option and even if no one is
there, stalkers try to keep a small stock of food and
medicinal goodies there in case one of them manages crawl
back to them after getting in trouble somewhere deeper in
the network.
But sooner or later, the road is blocked. Novice
stalkers or those unfamiliar with the territory see a
ruin, a collapsed station, tunnels clogged with so much
debris it would take dynamite to get through them again.
These are indicated by dark dots on the station circles.
The only obvious way is either back the way you came, or
up to the deadly surface. But if you know what you are
doing, you also realise that the underworld is like the
blood vessels of a body. Subway tunnels are the arteries
but there are always ways forward, shortcuts from one
line to another, underground backdoors bypassing mutant
nests and hazard zones. There are sewers, maintenance
tunnels, ventilation shafts, auxiliary passages,
emergency exits, secret corridors from the Cold War days
or even before. Some passages close because of debris and
structural shifts. Others will open when intervening
walls are worn down or some monster digs its way through.
Collapsed stations also mark the limits or boundaries
of influence. While mutants can be found anywhere, the
fiercest predators rarely venture past the blocked
stations. And while you have some hope of rescue on the
same side of the tunnel as Stalker Outpost, once past a
blocked station you are mostly on your own. Other hazards
included flooded passages, structural weaknesses,
irradiated spots, toxic spills and... trogs.
The Berlin Underground connects to a host of
underground facilities, complexes and bunkers of all
shapes and sizes. There are probably more of them hidden
somewhere in the darkness. Some of them were population
shelters used during and right after the Flash. Nobody
knows what exactly happened to them but they are now
trogs, ghostly white humanoid mutants, with elongated and
clawed arms, sharp teeth and various malformities. Most
trogs are blind but they have excellent hearing. Many of
them have no eyes. They live in primitive tribes hostile
to outsiders but many tribes worship the Monks as gods.
Monks sometimes use their superior technology to create
superior specimens of Trogs with cybernetic implants and
weaponry. Intrusive (and very visible) brain surgery by
Monks can enable trogs to operate, if not understand,
complex machinery. Trogs like to scavenge food and other
goods from the ruins and sometimes even from other Trog
tribes. However, their preferences are pretty basic,
concentrating on food and simple weapons and tools they
can understand. They clash with and sometimes hunt other
mutants in the underworld and view outsiders, mostly
stalkers, as food and source of shiny objects.
Daylight or any light of similar intensity causes
Trogs physical pain. Exposure to direct sunlight kills
them within hours.
Not every facility has trogs in it. Some have been
taken over by mutant predators too fierce for troggs to
evict, or turned into Monk Shrines of superior
technology, biomechanical machines, mutant guards and
ghastly traps. Some are highly contaminated and others
are... haunted.
Anomalies, or "haunting" in the wasteland
slang is an inexplicable phenomenon usually attributed to
the ghosts of the dead. There are corridors that can make
anyone entering them crazy, or strange disembodied lights
that kill anything they touch. There can even be gravitic
or kinetic anomalies, unusually warm spots with pools of
lava and so on. Put on your Stalker RPG thinking cap and
you know how it works. Haunted places are usually avoided
by anyone but some Stalkers prefer them just because the
odds of encountering anything else are low. The stalkers
who do this and survive are usually somewhat eccentric.
Or philosophical.
Stalkers operating close to the outposts collect basic
metals or even ceramic tiles. It is strip-salvage rather
than scavenging and takes a lot of manpower. Those
operating deeper in Berlin move in small groups and
either try to reach probably locations of valuable goods
on the surface via the underground, or target trog camps
and underground facilities for Cold War stockpiles and
Monk Loot. The labyrinth of tunnels underneath Berlin
connects with almost every block in the city and
especially public buildings like hospitals and police
stations. While the streets glow with face-melting
radiation and there are mutants everywhere, the interiors
of the more intact buildings are usually less hazardous.
Nevertheless, stalkers tend to avoid spending any more
time above the ground than they absolutely have to.
Oh, one final thing. The lighting. Berlin Underground
is not all pitch black. There are glowing mosses, algae
and mushrooms. Here and there monks or other stalkers
have fixed some of the infrastructure and you even get
the occasional light burning. In places radiation makes
certain compounds glow and mists tend to be very
dangerous. And finally much of the Berlin subway system
is fairly close to the street level, allowing shafts of
light to poke through where the tunnel ceilings have
cracked.
Of course, when it is dark, it tends to be pitch
black. Stalkers love night vision Goggles because they
don't draw the mutants to you like a flashlight would.
Flashlights have a limited range of illumination but the
light itself is visible for miles.
11-Aug-2010:
Berlin Zero Thread
I put all Berlin Zero content to its
thread on the official Atomic Highway forum. There is
also the part 2 of the BZ fan fiction in that thread and
if I write any more of them that is where they will go. I
really screwed up by writing that story and that is why
it is no longer here. However, I did not delete it
permanently since there is still a chance I could write
myself out of this pit. And screw it, I should really be
hammering away at Häirikkötehdas.
I just got myself a new display card, Asus 460. Metro
2033 looks really cool now and the game actually
runs faster on High graphics than on Normal. Call of
Pripyat is also supposed to benefit from the upgrade
but frankly, launching the game was depressing. To
facilitate the huge landscapes, Call of Pripyat doesn't
really do ground textures. So after having just played Shadow
of Chernobyl with every graphical knob set to the
max, the contrast was almost too much to bear. Frankly, Call
of Pripyat looks like shit. It is a great game,
there are even greater mods coming for it and 15 minutes
in you don't care anymore. But still, objectively, it
looks like shit.
Oh, why the hell can't Metro 2033 be an
open-world title? And why can't I edit the enemy values.
Hit effects on mutants are crap, they have hit points,
they move really fast and there is always a lot of them.
In combat I mostly blast away at random and every now and
then one of the critters keels over. Combat against
monsters is not rewarding and that is a big, big problem
in a post-apocalyptic shooter. I wonder how it handles on
consoles? Lots of aiming aids? Slower-paced monsters?
Anyway... Brink, Rage, Deus Ex 3, Tier One,
Fallout: New Vegas, here I come!
04-Aug-2010:
Helsinki Zero?
Yes, it did cross my mind but now, it is not going to
happen. Creating Berlin Zero, I started with a vision of
the activities and reality level I wanted to achieve:
Old-school Fallout (F1 & F2) with grit and
autowarfare, in Europe, or "Roadwars Europe" if
you will. I briefly considered Moscow as the city but
then settled on Berlin; it is in europe, it has history,
there are plenty of pictures of bombed-out Berlin and you
can't really resist nazis. More importantly, the city was
large enough to matter, there was a beatiful spider's web
of excellent roads around it and at 10-kilometre bar
scale it was packed with small towns. I could just pick
and choose where I wanted to have my enclaves and other
settlements, while leaving everything else as
battlegrounds and ruins to be explored.
Now go open Google
Maps, centre it on Helsinki and use the same zoom
level.
Looks like crap, doesn't it? The city itself is about
one quarter of Berlin and when you remove the county
lines you can see it is sort of spread out along the
coastline. The road network simply isn't there and it has
like one-tenth of the placenames compared to the Berlin
Map. Even if you get out of the built-up areas, you are
in suburbs. Frankly, the Helsinki capital area has
frankly shitloads of suburbs and many of the smaller
towns are basically shopping malls for the surburbs
around. It is much easier to built fortified towns in the
medieval burgs than a suburban checkerboard from the
70'ies. The Zero concept just isn't happening. The power
level of Helsinki Wasteland is just not enough.
Of course, this does not mean that Helsinki would not
exist in the Berlin Zero universe. It is there, it was
Flashed in the War and it is hairy. Just bring the zoom
level closer, to about 2 kilometre bar. One fifth of the
Berlin Map. Already, Helsinki Capital Area is starting to
look much, much better.
Boom!
The Flash happens high above Pasila trainyard and the
heat pulse descends on the ugly-ass office blocks like a
giant foot. It compresses but does not exactly level
them. Heat pulse sets everything exposed and flammable on
fire between Espoonlahti and Sipoo. Anyone caught outside
gets the shadow-on-the-wall or scorched bones treatment.
Those caught in the immediate fallout get the
radiation-sickness-with-a-decent-probability-for-mutations
programme and a most of the early survivors painfully
degenerate and transform into monstrosities. Through luck
and occasional immunity, some 20% of the survivors don't
change species. About half of them die from long-term
fallout (your standard radiation poisoning) and the
nuclear winter that followed. Thousands of them flee
north, to relatives and summer cottages with misplaced
faith on their outdoor skills.
Twenty years later, the capital area is a swampy
wasteland. Gloomy clouds drag curtains of rain across a
devastated landscape and rainwater is opaque with dust,
soot and radioactive particles. Keeping the rainwater out
of food and drinking water is a daily struggle for the
survivors. Oh yes, there are some. Family communities,
gangs. No larger than steads and holed in defensible
positions above and underground. Outside the barricades
they can hear mutants moving about at night, mostly
bestial but sometimes human. During the day, raiding and
looting parties set out for prospects but when the night
falls, they either find their way back to trust to find a
defensible hideout, for night in Helsinki Zero is murder.
The road network is destroyed, collapsed and blocked
by debris. An off-road motorcycle is the heaviest vehicle
around. Other than that, transportation relies on
backpacks and healthy feet. There is no industry, apart
from what can be handcrafted and in twenty years and
using modern tools the survivors are getting pretty good
at that. Still, competition over resources can and often
does result in hostility. And if this was an Italian
B-movie, the gangs would be fighting over women as well.
However, we are in the Nordics and desperately equal,
even if there are some who believe women should focus on
having children if they can. In an environment this
hostile fertility is not given. Nor is it a laughing
matter for any community that wants continuity.
There are no barterowns but there are fixers. All you
need to become one is a stockpile of goods, a defensible
position, hired guns to keep it yours and phenomenal
skill at barterin and evaluating things. By now they are
like Mafia dons, whose modus operandi varies case by case
from honest trades to extortion. Some may hope to build
an empire of dependents but the realisation of such
dreams remains far off when you are in danger of being
wiped out by a single mutant attack.
There are two types of raiders. Inland, raiders are
typically gangs that have gone off the bend, often lead
by some charismatic murderer or an apocalyptic cult
leader. At sea, there are pirates moving with
methanol-driven powerboats looking for loot and slaves.
These are taken south and may end up, among other things,
to work the coalmines of the Reich. Cult raiders can
trade with fixers. Pirates are everybody's enemy.
Both of these threats pale in comparison to the mutant
menace. Finland is a wasteland of mutant wilderness. Not
only is the mutant population of the capital area
sizable, more venture in from the northern woods all the
time. Whilst the beast can be deadly, the true
competition to humans comes from mutant tribes. Many of
them were once survivors or even witnesses to the Flash.
They are gibbering madmen twisted in both body and soul
but still possessing enough cunning to wield tools and
weapons. There are different levels of mutants based on
their reasoning. The very top are almost human and can
wield firearms but the most are restricted to cruel melee
weapons or are little more than trained apes. There are
rumours of mutant shamans who can command mutant monsters
and perform great feats with their highly toxic brews.
Whatever the truth, there seems to be some kind of
non-hostility pact between humanoid and non-humanoid
mutants.
Hmm. Needs work but you get the picture. Berlin Zero
has pockets of mutant menace guarding science fiction
treasures. Helsinki Zero has pockets of humans clinging
on to remnants of technology while mutant monsters and
medieval warriors conspire to wipe them out once and for
all. Hmm. The human societal structure is very simple
compared to Berlin Zero. Maybe I have to find a way to
introduce stragglers or something into this concept. Or
make Helsinki a straggler capital, where the original
survivors are degenerate trogdolytes striking out from
the man-made caves underneath the city centre and there
are enclaves far out in the countryside, coming to the
city to trade with the pirates...
Hmmyeah, this definitely needs work.
02-Aug-2010:
Bad Form
Sometimes I get carried away.
30-Jul-2010:
Berlin Zero
I got a bit carried away planning my Atomic
Highway adventure this week and made an
"Official Intro Site" for it. It is really just
the bare bones of the setting but at least you can see
what I will be building on. Following the Old Skool
tradition, I will make up more stuff as I go and if I am
not feeling lazy, some of that might appear here as well.
Perhaps as adventure seeds.
Just remember that this is not an advert to any
publication of mine (Atomic Highway was actually
written by Colin Chapman) and that I hereby declare
Berlin Zero public domain (it is fundamentally
system-independent). To me, BZ is a tribute to Colin and
something fun I planned to do with my friends this
weekend. If anyone else finds it useful or inspiring,
great! Go get them!
To
The Official Berlin Zero Intro Website
26-Jul-2010:
I Am Going To Nuke Berlin
Oh damn it. I had plans! I had things figured out! I
would write a mini-rpg and run a cyberpunk adventure in
Terminal Complex for the folks back home (one of our
friends moved in so I guess this makes Myyrmäki HQ
officially a commune). I have been thinking about HAX day
in and day out, so surely a roleplaying adventure in it
would be a walk in the park?
Unfortunately, Ropecon threw a major wrench into the
works and here I am, writhing in agony over a
"wrong" inspiration. It is that fucking Atomic
Highway I picked up from the Fantasiapelit booth. I
am a long-time post-holocaust fan and never pretended to
be anything else. Somehow that game, all 130 pages of it,
punched me below the belt. I have bought post-holocaust
RPGs before and never paid any attention to them after
the first read-through but something is different with
this one.
Maybe the obvious eagerness of the writer is
contagious? Or the nifty dice pool mechanism (V6 engine)
calls to me as I actually have limited experience of
playing with dice pools. Colin Chapman was even sweet
enough to include the probability tables at the end of
the book. It is a small and easily missed contribution
that actually helps quite a bit if you plan to bring in
house rules or additional mechanisms.
Atomic Highway is a roleplaying game of
roadwarriors, cars with guns bolted onto them and
drooling mutant cannibals crawling out of sewers that
spew green mist. It is like Fallout 3 meets Car
Wars and the author is laughing at the face of
realism (although the Fallout supertech is nowhere to be
found). The setting says something vague about a nuclear
holocaust in North America but there is no map and the
whole thing feels like it was awkward to write. I have
absolutely zero interest in post-holocaust US of A so I
need an alternative setting. I tried to find a useful and
sufficiently gamey map of post-holocaust Europe. You
know, major roads, some terrain features, dots for
post-nuclear townships and big radiation signs for where
the bombs fell and everybody died or turned mutant.
Unfortunately I couldn't find any and since I can't
draw even a straight line, I have to do something else.
Some post-holocaust RPGs focus on a fairly small area,
like "post-nuclear california" or "Death
Valley Free Prison". Since I couldn't go big I am
going to pick a special area of my own, something
complete with roads, townships, rural patches turned
wastelands and a big metropolis I irradiate the shit out
of.
I am going to nuke Berlin.
BOOM!
There! A giant radiation hazard sign in the middle,
crawling with mutants and glowing in the dark on calm
nights. The action is all around it but foolhardy
scavengers known as "stalkers" also venture
into Berlin using the pre-war subway system. Outside the
city remnants of civilization, anti-tech tribes and a
free-roaming Guild of Traders are struggling to survive,
fighting against gangs, mutants and each other over
limited resources. Slavers from the east sometimes raid
the settlements, while ragged bands of refugees trickle
in from the south, lured by the promise of something
better up north (and passing into Neuhanse once
they get through my map).
Since we are in post-nuclear Germany, we must have
Nazis (thanks, Iron Sky!). A militant enclave of
neo-nazis from the Fourth Reich, with distinct uniforms,
is slowly but surely conquering the map, oppressing and
enslaving the living crap out of everyone not up to their
übermensch standards. With mutants around, also as
characters, there are plenty of people to be
"putsched". And now that we are at it, how
about some mysterious high-tech band of monks or priests
in the centre of Berlin, using super-science and psychic
powers to organize the mutants into army and getting
ready to sweep away the remnants of Old World once and
for all!
Let's top it off with ice-cool roadwarriors (the
bastard offspring of Mad Max and Han Solo) roaming the
autobahns in their souped-up killing machines and taking
out bandits, nazis, muties and each other. Yeah... I can
already see one of them checking out the wanted posters
on the billboard of some bartertown. Sure, he could drive
right out of my map in a few hours but there is nothing
out there. Just other spots specced out by other Atomic
Highway and Neuhanse players and their
gamemasters aren't here.
Trust me, Berlin
Zero is where the action
is. At least for those living in Myyrmäki HQ.
24-Jul-2010:
Ropecon, Friday
I removed the HAX redirect because this stuff will be
exclusively about pen & paper and there is plenty
more to come.
So, Ropecon, on Friday and finally, finally, the first
solid release of Neuhanse by Mert Sasioglu and
some other people who are even worse at branding
themselves than he is. The game is a freely downloadable
PDF and very much a work-in-progress (they've actually
labelled this version Beta 1.0). Fortunately they did
have some paper copies with them and thought I was
sufficiently awesome to receive one of those. I've been
reading it through again and again, so here is my take on
Neuhanse Beta 1.0.
It is short, it is clearly incomplete (the whole thing
is set around Baltic and yet the sea does not really
feature in the setting description) and you can tell the
writers haven't had much experience. It also lacks a
focus, offering only a selection of suggested campaign
types rather than a solid core from which to expand into
other modes. But with all that said, I like what I see
and could imagine gamemastering this game or setting. I
especially like the rules which capture the intent of
Code/X really well. I am afraid they will be ruined,
though. The authors did not think them as very important
and the audience was bombarding them with
complexity-adding suggestions ranging from combat action
cards to resource pools.
What would I do? I would change the range of attribute
values to 0..+2 and the skill value range to +1...+3. For
the most part these changes would cancel each other out
but players typically prefer a wider skill value range.
Then I would make it clear that a number of things simply
cannot be attempted (at least in any way effectively)
without at least +1 in the proper skill. Finally, I would
add the attack's margin of success to any damage roll but
the shock test would only be made when hit and not in the
beginning of every successive round. As written, the
rules would make your average barroom brawl look really,
really odd. But that's just me and if Mert and the boys
are really contemplating removing or isolating the system
from the setting all this is academic. I would not do it
but it is not my game.
So, I would make some changes. And perhaps I will. I
have been looking for a quick and dirty dice system for
my upcoming Terminal Complex Roleplaying Game (a personal
product for an RPG campaign I want to run). This could be
it, with the right mods. There is already enough
resemblance to Stalker/FLOW so conversion should be easy.
But honestly, when presenting a game project at
Ropecon it is not enough to have the game. You must also
have the balls (or ovaries) to stand behind your
creation, demo it to the public and generally make noise
about it. Don't tell us that you haven't really tested
any of this stuff. And... for all the gods' sake, if
someone had told me what happened I would not have
believed him. Unfortunately, I was right there. The
authors told the audience that they are not running the
game at Ropecon because they feel neither the game nor
they themselves are up for it.
If this is the case what the fuck are you doing on
stage at Ropecon, Mert? Why the fuck are we even
listening to you? I honestly liked Neuhanse but as
release presentations go this was a fuck-up! Ilmari
Virtanen (THOGS) would wipe the floor with you lot and
his game is a joke compared to yours!
*sigh*
Neuhanse
Beta 1.0 is here. Download it, read it, run
it and let the guys know what you think. I think it is a
very good base of a game and the guys deserve a
pat on the back. However, what they need is a
kick in the ass.
My other purchase, one that I had discussed with the
author already at Finncon, was Lamentations of the
Flame Princess by James Raggi. The small box
kicks ass, being small, sturdy and pretty to look at.
Unfortunately the aesthetics do not extend to the
contents. Besides that this is, well,
Dungeons&Dragons right down to the rules. Raggi is
one of the leading authors in Old School Renaissance
(which has nothing to do with the Old Skool I am
part of) and the justification for releasing this
unabashed copy of old D&D is that if a player wants
to start roleplaying with same kind of games that Raggi
himself started, LOTFP fits the bill. I don't know any
reason besides nostalgia why anybody would want to start
with D&D as opposed to Runequest, Cyberpunk 2020,
Stormbringer or Praedor. Then again, I am about as far
removed from the target audience as you can possiblyget.
I am sure the game itself works just fine.
Atomic
Highway is a post-holocaust game in the
traditional Car Wars style and honestly, this is baby is
done right. This is post-apocalyptic vehicle
combat porn and I love it! I don't know if I could build
an entire campaign around the concept but Colin Chapman
apparently thinks so and I swear I smell gasoline every
time I open the book. I have always missed the
balls-to-wall attitude of Games Workshop's long-gone
miniatures car game Dark
Future. This has it, or at least can be
converted into something approaching that level of bold
badassitude. On the other hand, if the Roadwarrior
truck chase turns you on, you will be reading this
rulebook with one hand only.
Finally, I bought the hardcover version of Eclipse
Phase. I already had the pdf from one of the
webstore bundles but as we all know,
nobody takes a full-length PDF game seriously. The
rulebook looks gorgeous and the game is transhumanist
science fiction set in our Solar System. Transhuman
Space comes to mind except that the EP layout is not
crap and the system is something I could seriously
consider playing myself. The game makes a clear
distinction between the character's ego (consciousness or
persona) and morph (physical or digital body), presumably
allowing the player switch from one morph to another as
needed. I don't know for sure as I haven't really read
the 300+ page monster yet.
I concluded my Friday with Mikki Rautalahti's
presentation on Alan Wake (he is the second writer). It
was a good one, although much of the stuff was familiar
to me either through similar work or from earlier Alan
Wake presentations by various people from Remedy. Still,
Mikki's anecdotes were pure gold and his comparative
analysis of videogames and roleplaying games was quite
interesting. Like the rest of the world, I am angry at
Remedy for abandoning the PC as a development platform
even if I am more aware of the economic realities behind
it than most. Still, I think Alan Wake is an impressive
piece of work by an equally impressive bunch of people.
06-Jul-2010:
Writing Break
I am leaving for a 10-day retreat in the Northern
Wilderness tomorrow and taking my laptop with me. I need
to finish Häirikkötehdas once and for all and
this might be a good opportunity to do it. After that it
is back to fiction, which unfortunately also means
writing non-commissioned works. My pseudo-factbooks have
been a "sure thing" as authoring goes. They
were commissioned by their respective publishers. I've
never written something completely on my own.
Another big elephant in the room is what I should do
with this website and blog. Obviously haxgame.com and its
dev blog is going to take most of my blogging time and
energy from now on and Burger Games as such is not going
to do anything drastic while the HAX development
continues. And if all goes well, HAX development never
really ends. It will just lead on to expansions,
supplemental material and other bigger and better things.
And all the while, nothing much is happening here and
apart from Neuhansa (whose author contacted me
and told him he had requested the smaller presentation
room at Ropecon thus arousing serious doubts about his
sanity) nothing that interesting is happening the RPG
scene either. Apart from the impending English
translation of Stalker RPG, that is.
I don't know if I am really going to pull the plug on
this thing and having Burger Games around is occasionally
useful for billing projects. But don't be surprised if
the Designer's Notebook goes on something of a hiatus.
Check out the dev blog at www.haxgame.com
instead.
...and we are out of the closet! The website URL is in
the header and the facebook group is HAX if you search
for it. The game itself will be out before the end of
this year (if I could put an exact date on it I would
make a press release instead of a blog entry). The
website tells all the basics and we will be adding a
forum shortly. The Facebook group is there because things
like these are supposed to have Facebook groups.
There. The picture will act as a link. I
will be adding more stuff to the Facebook gallery over
the next couple of days and then flee to the Arctic
Circle. And as soon as the Tracon presentation is
available somewhere, it gets added to the Media section
of the website. I just wish I had given the presentation
in English. HAX has its own dev blog that competes with
this one for my time and effort. Right now the dev blog
is winning because while HAX is in development, Burger
Games exclusives will be on the back burner.
26-Jun-2010:
What? Again?
God damn it, Ropecon programme team! I tore you a new
one for this already in 2008 but I guess that wasn't
enough. While the Ropecon programme chart isn't
officially out yet, the The Burger Games Intelligence
Service (BGIS) has found out that the launch presentation
of Neuhanse will be in the fucking Klondyke Room
instead of the Auditorium. Even better, there is nothing
else marked down for Auditorium while this is happening.
This is moronic! I haven't forgiven you for putting the
Stalker Launch presentation in Ropecon 2008 into Room 25
with the result that not everyone could fit in. Meanwhile
the Society of Nordic Roleplaying did its best to
entertain a two-thirds-empty auditorium. Being a launch
platform for new Finnish RPG titles is perhaps the most
important function Ropecon has but you suck at it!
Now, if I had booked my HAX presentation for Ropecon
instead of Tracon, Klondyke would be the perfect place
for that. As it stands, my HAX presentation will be at an
indeterminate moment in Keltsu to an audience averaging
about four. Mikko Rautalahti is going to speak at story
writing for Alan Wake at Ropecon, though. I might be
watching. I have also been asked for an open session of
Stalker at some point. That too will be happening in
Keltsu, if it happens at all.
Other than the preliminary reports indicate that most
or almost all of the stuff I am interested in at Ropecon
will happen on Friday. That's a bit of a bummer.
25-Jun-2010:
It Is Finished...
...unfortunately I was only referring to my Tracon
2010 presentation materials. There is a ton of important
unfinished stuff lying about in my mental space, from
cleaning up my studio at home to finishing that god-damn
book Häirikkötehdas.
I should really fix my bad habit of starting a book
with the foreword as they rarely end up being exactly
what I first envisioned. In this case my early plans were
actually guesses more than actual plans of anything.
Häirikkötehdas is turning out to be some kind of weird
geek biography with a strong but not exclusive focus on
experiences with and in educational facilities. That
still makes more sense than the publisher's early
definition for it but I swear, honest to the Great
Hippopotamus, that this is absolutely the last
autobiography I will ever write. I am hoping to make it
fun, easy and opinionated as my "factbooks"
tend to be. If you liked Elämäpeli, odds are
that you'll like Häirikkötehdas as well but I
am glad I am not the one who has to figure out to whom
this thing is to be marketed and how.
I envy Mike Pohjola's relationship with his
publisher, Johnny Kniga. I don't know what their
deal really is but at least he gets to write fiction all
the time. I seem to be stuck with pseudofactbooks on game
development or general geekery. It could be worse but
factbooks are basically about things that have already
happened or are otherwise out there for everyone to see
and experience. Fiction, whether it is literature,
roleplaying games or video games, lets you experience
something entirely new and unattainable. It is also its
weakness. In one of the game studios I have worked in the
past I was told by more than one people that they hated
fiction (and one of them reserved a special hatred for
science fiction) because "it is all just
lies told by some dude for money". I have
hard time reconciling that attitude with working in the
creative industries as a developer. Then again, I like my
job. Maybe they hated theirs but stayed on because... big
bucks? Stress-free environment? Steady employment and
financially stable employers?
Mind boggles.
P.S.
Yes, the HAX lead artist has also done work for
Stalker RPG in the early years. After all, the game was
years in the making, remember.
22-Jun-2010:
Yes, It's Been A While
But I didn't want to write more until I had something
new to show you.
This is a small part of the world intro that will be
on the HAX website. It is also a good example of the
webcomic-style narrative used to carry the plot and
storyline missions forward. We are making progress and
while the lead programmer busted his arm and has been
climbing on walls with frustration, the techside team has
actually cleared a couple of major hurdles (from my
perspective as a designer I would consider them The
Greatest Hurdles) we've had with the code: the detection
and stealth. If they were not working, nothing else would
have mattered. By the way, if you are getting bored with
the HAX and tech talk, you are in luck: in about two
weeks we will open the official HAX website and my dev
blog technobabble will move there. I'll give you the URL
when the time comes.
In other news, whenever you hear really bad mixing and
sound quality and rock festivals, blame Ari. This is not
anyone I know but during the Suburban Tribe soundcheck I
learned that there was someone called Ari in the mixer
tent of Myötätuulirock. And oh boy, did Ari fuck things
up! It is true that you don't really get a CD-quality
experience on most rock festivals but there are limits as
to how low-fi you can go! On Friday, Tarot was
completely drowned out by their Bass Guitar which sounded
like someone playing Vuvuzela in super slow-motion. Marco
did open his mouth but whether he was singing or gasping
for breath I really can't tell. Los Bastardos
Finlandeses were drowned out by its lead guitar
distortion. If I wasn't a fan and didn't have all the
albums it would have been impossible to tell what song
was what. Suburban Tribe, which I don't know,
was either an atonal orchestral or also mixed to hell and
back.
Fortunately, some things worked. Kiuas
sounded okay and Mustasch, wow! I didn't know
either of these bands but Mustasch rocked my
socks off and not least because the mixing had gone
accidentally right and I am all the more bitter for it
now since I know what the sound quality could have
been like. Amorphis closed off the festival but I
think Mustasch
had most to give. As much as I like Skyforger (by
Amorphis), it is not something you should hear in an
outdoor festival. Book the Finlandia House or the
Helsinki Opera and play it there instead as a concert,
without the disruptions and idiots.
Low attendance by the way. I wonder how
Myötätuulirock is doing financially?
P.S.
Although North Korean got crushed playing against
Portugal, I still respect them more than the French team.
05-Jun-2010:
Plague and CyberFlow
My girlfriend and I fell ill with stomach troubles at
about the same time. Half a week has passed and while she
is recovering well, I'm going downhill. I still have
vivid memories from the campylo-infection I had two years
ago that ended up costing me most of my summer vacation.
If I am not getting better tomorrow, off to the doctor we
go (probably for some antibiotics once they figure out
what bacteria it is). With my interesting history of
exotic diseases, my personal guesses range from Plague to
Typhus. As outer space begins at 10 metres from the
closest lavatory, I've been working from home, writing
HAX in the evenings. Progress is slow but I want my
storyline missions to be interesting, if simple to
execute. They often involve world exposition and if put
together, would make a fairly good cyberpunk comic book.
Meanwhile, Sami Koponen wrote
a piece on his attempts to bend FLOW into other genres.
I would love to recommend this article but to me it seems
like he is actually struggling with some fundamental
flaws of, well, thinking.
FLOW is built around a challenge
system. By definition, it is meant to resolve challenges,
i.e. player actions with a set goal but involving
significant risk of failure or incomplete results.
Choosing whether to climb up a wall or take the stairs is
not a challenge; it is a decision and does not involve
game mechanics. But once that decision is made and the
player wants his character to climb up the wall, the
action of climbing the wall is a challenge. Maybe it is
part of Forge philosophy or something to involve the
rules in absolutely everything but FLOW
is an Old Skool system. It treats the game
mechanics as a toolbox where the gamemaster can take out
a tool when he wants to and put it back when it is no
longer needed. Between the obvious challenges or when the
player deliberately wants to use a game mechanic to
influence something, the system "does not
exist". As a result, the system does not exist in
roughly 95% of the time.
That said, I've had my own troubles in converting it
into other genres. My babblings about HAX have lead to a
small resurgence of interest on CyberFlow. I am my own
worst enemy as far as that project is concerned.
Cyberpunk roleplaying has been sold to Finnish gamers in
a specific, micromanagement-centric way and I am not an
exception. CP2020, Shadowrun, various smaller games in
between; they are all based on micromanagement of
resources, be they implants, weapons, body armour, drugs,
spells etc. That does not fly with FLOW. Here my attempts
to produce a diceless Old Skool system for
ordinary gamers falls apart.
While FLOW most likely does a better job at emulating
literary and movie-based cyberpunk settings than either
vanilla SR or CP do, it cannot emulate the kind of
playstyle offered by those games and what has become the
genre standard for roleplayers. Even if you didn't change
anything in the setting, forcing FLOW on Night City would
necessitate a major rethink of the gameplay methodology.
I am of course supposed to be in favor of this but
frankly, it may not be what modern gamers would be
looking for in a cyberpunk roleplaying game. So I am back
at re-branding my strain of cyberpunk into street scifi.
My design process is setting-centric. I don't like
doing generic stuff and usually fail when I try. In
short, no setting inspiration means no game. CyberFlow is
based on "Terminal", the wider setting
for HAX. Hax is but one of the many street cultures in
Terminal Complex (I would love to say "shadow
cultures" but I don't want to step on Shadowrun's
turf). These are not character classes but cultures, with
their own ideological constructs, power hierarchies etc.
Maybe I should call them Street Nations? Some of them
coexist with or even form part of the mainstream, much
like big religions and moderate ethnic identities do
today. This does not mean the co-existence would be
problem-free. With the advent of trans- and post-humanist
street cultures there is more than enough opportunities
for racist or even speciest undertones and ideologies.
But by and large, they are all part of the larger
society.
Others like Zyncs or Mekas are peaceful even if they
are incompatible with the rest of the society. They can
still form their own communities or even microstates in
the patchwork of Street Sectors, limiting interchange
with other cultures to levels they are comfortable with.
Then Hax and the like exist in the grey area. Not all Hax
are criminals and the subculture has adherents in related
industries and media. But the more extreme end, the one
featured in HAX is criminal and parasitic. The mainstream
would wipe them out if they could.
Completely hostile cultures are usually short-lived,
highly secret and from the mainstream's point of view,
slightly insane. This includes death cults (think Thugees
in the 19th century India) or political groups so opposed
to the dominant cultures that they are at war with it.
Think Al-Qaeda and the modern West. These cultures can
coexist with more dominant cultures as secret
organizations or sleeper cells. And they are not
exclusive to Street Sectors.
Much of the higher politics of the Cartel is driven by
the competition of secret organizations within the Cartel
Elite. And while the Singularity Cloud is poorly
understood, it does have its equivalent ideological
clusters and competing trends, much like a human being
can have conflicting goals and personality traits. Their
goals can be very much at odds with the interests of the
mainstream, at least in the short term. This is all great
for someone writing a book, or making a computer game
where complex interactions with other players are
recommended but not enforced.
Traditionally, the literary genre of cyberpunk is all
about lone wolves or at most small groups of lone wolves
temporarily united by some shared interest, even if their
goals remain different. Loneliness in the dark future
society is part of the future shock cliche. Humans are
herd animals and ties to social groups and hierarchies
are part of our fundamental needs. Even in the novels,
these lone-wolf protagonists stand apart from the
mainstream cultures surrounding them. That makes them
exceptional but also leaves them struggling to cope with
whatever adversities they are facing. This is easy to
replicate a video game but a roleplaying game is a social
event and for Old Skool gamers like myself, interactions
and social developments within the group over a longer
period of time form a big part of the fun in campaign
play. This forms a dilemma that CP2020 could never really
resolve.
Shadowrun could. In retrospect, I am wondering if that
contributed to its success more than the rather
superficial fantasy elements usually cited as a reason.
Characters had their own racial and professional
backgrounds or scenes. "Shadowrunners" (runner
being a commonly used term for any kind of dark future
adventurer in this genre) were a subculture within the
higher level cultures. Characters would come from their
home cultures, join together for a shadowrun op, reap the
rewards and return to their respective cultures. In some
cases their social circles within the home cultures would
have been unaware that the character was a shadowrunner.
My games are known for adventurer cultures that exist
and sometimes even compete with the mainstream. But they
are still static structures: very few praedors or
stalkers have a meaningful social existence outside their
identities as adventurers. This way, becoming an
adventurer involves a heavy sacrifice. It is a rite of
passage, taking the character from the world of familiar
comforts and responsibilities into something new,
dangerous and unknown. It also reduces the significance
of those mainstream cultures in the setting as a whole.
Shadowrunning, as portrayed in the previous paragraph,
does not. Maybe instead of looking at old cyberpunk
roleplaying games for an adventurer model I should look
into espionage and conspiracy games like CORPS?
The characters would have real lives as part of their
respective social backgrounds and street cultures.
Running, shadows or not, would be an activity or a
part-time subculture at most. You could even play a Hax
in a group if you wanted. The ghost runner activities,
the stuff featured in HAX the Game, would be part of the
background this particular character is coming from. It
would give him resources to use when adventuring as part
of the group and once the adventure is over, he would
return to his netrocentric culture and acquire more
resources for the next adventure. But his ghost running
would not be part of the session gameplay and therefore
the traditional netrunner problems would not exist.
P.S.
Have you all downloaded Machete
Girl #1?
And check out Deus
Ex 3!
01-Jun-2010:
Summertime
Have you all already downloaded the Machete
Girl e-zine? Because if you haven't but you
are still reading this, you are out of excuses. Now Get!
Nuurori asked at majatalo.org (before it went down)
why won't people like me publish their stuff for free in
PDF format. Simple: if a product has no cost, the general
public automatically assumes it does not have any real
value. Second, nobody uses pdf rulebooks for real. I
myself bought a shitload of stuff from DriveThroughRPG
when they had their big sell-off and haven't read any of
it, nor has anyone else I know who did the same. A
magazine, especially if it is well-written and edited
with suitably small chunks of text, now that I might read
just like I might read a webcomic. Some say Machete Girl
is still looking for its editing style but hell, *I* am
not complaining.
So, it is Summer. And I started it by falling over in
the shower and busting my leg. My leg feels numb, the
rest of my body is tensing up and my head feels stupid.
On the plus side, I have now scripted and specced 9 of
the 16 storyline missions for HAX. On the roleplaying
front absolutely nothing is happening. I am buried in
projects, one of my Stalker players is in a hospital
(mauled by an anomaly) and Häirikkötehdas
could use a new chapter or two. Man, and I thought Elämäpeli
was difficult to write.
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