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25-Feb-2009:
Lex Nokia Revisited
Today, the Finnish parliament voted "no" on
amending Lex Nokia to limit the authority of Internet
wiretapping to corporations, as opposed to any organised
connection provider (Internet operators, housing
companies, schools, hospitals, you name it). Basically,
this means that when the law passes, it becomes the
legislative foundation for any further expansion of
Internet restrictions, such monitoring communications and
webforums, unrestricted censorship and tracking suspected
copyright violators. How? Commercial Internet connection
providers fall under the definition of "an organised
connection provider" and that means all
e-traffic from anywhere can be legally tapped into.
Not by the police, mind you, but by commercial interests.
And considering how tangled the webs of corporate
ownership are, it becomes very difficult to say who can
access the information and what can be done with it.
Also, the voting records from the parliament, public as
they are, make an interesting read. For example, Heidi
Hautala (Green Party) has been a vocal opponent of the
law lately. Yet she voted against the change. Now, there
is a slim possibility that she did it because if the law
remains as absurd as it is, it might not pass in the
final vote. But if she votes for it also in the final
tally, then we know what she and her party are really
made of.
The vast majority remains complacent. There is
something very Asian in the Finnish character, fitting
with the Japanese saying that "nail that sticks out
is hit hardest". Individualism is bad, submission is
good. I am especially pissed off by those comments where
people argue that only those with something on their
conscience have anything to fear from any of these recent
nightmare laws. Hell, I guess death penalty for
shoplifting and strip searches at the cash registers are
also okay because only shoplifters have something to
hide? I would not want to live in a society where the
punishment for any infraction is death, even if I have
not planned on breaking any rules. Of course, if you keep
adding more rules I will eventually break some of them.
But maybe I have been barking the wrong tree. Maybe it is
not about evil politicians trying to undermine democracy.
Maybe it is democracy itself that is rotting and
collapsing from within. And maybe Winston Churchill was
wrong.
24-Feb-2009:
Whispers From The Abyss
I am writing this in the dead of night. It's not quite
the Hour of the Wolf yet but it is fast approaching. I
can feel it. By the time I finish this entry, it is here.
I won't be sleeping tonight until exhaustion knocks me
out. It's my lungs, again. The cough is so bad that my
Codeine-laced cough medicine can't keep up with it. Hurts
like hell too. It's like something was torn inside me
everytime I cough. It is my little going-away present
from the army. I had pneumonia before military service
and soon afterwards we new recruits were made to run
around the training ground in -10 degrees or below with
nothing but our shirts (and underwear) on. Yes, it was a
young über-lieutenant who decided to flex his
law-ordained authority since his real authority did not
quite cut it. He gave me my pneumonia back and I was
hospitalized in Parolannummi. That same month, a recruit
in Vekaranjärvi died in a similar abuse of authority and
the generals cracked down on it but for me, it was
already too late. My lungs got inflamed two more times
during my military service. It did not stop me from
becoming an undersergeant (I know some dictionaries
translate the rank as "corporal" but frankly,
the Fenno-German and English military ranks just aren't
compatible) but it did give me a spot of scar tissue in
the left lung, without the fibrillating hairs that
normally toss the crap out.
Lieutenant-colonel Tikkinen, the notorious head of the
Parolannummi military hospital, told me back then that
I'd be dead in 10 years. Well, in your face colonel, it's
been 16 years and I am still here! But although he was a
dangerous lunatic for a doctor, he was not entirely
mistaken. Back in the nineties or even in the turn of the
millennium there were still winters without me getting
any symptoms. But now, whenever the cold snap finally
comes, I get something. Sometimes milder, sometimes
worse. Last spring it came close to killing me because
the doctor thought he was hearing the inflammation when
he heard air whistling past the scar tissue. The thing
with antibiotics is that I *am* biotic myself and I was
prescribed so much drugs that it nearly finished *me* off
along with the bacteria. But I have already blogged about
this so there is no need to go over it again. Death has a
grip on us all. And in times like these, I can feel His
fingers.
I am scared. So very, very scared.
I guess this is a good time for confessions, eh? At
least the kind of confessions I can make to the broader
world. Like, having delivered a new batch of Stalker RPG
to Fantasiapelit yesterday, what do I really think of the
game? My friends know me to be very critical of my own
work but then again, all the reviews out there have been
positively glowing. What do I think? Well, in short, and
despite the single valid complaint I've had, I think it
is fucking superb. There is no way you can get me to say
this when I don't have a fever and chest pains but right
now I don't care if my headstone reads "an arrogant
son-of-a-bitch".
When Burger Games was founded, I was inspired by and
more than a little envious of the Swedish roleplaying
games of the time. They had it all, professional editing,
lavish page counts, superb production values and an
audience that actually gave a shit. I wanted to match
that and create a Finnish line of games to rival them.
And I always felt like I fell a little short of that
goal. Praedor is my best looking game and I think it is a
great game on its own right even without the pictures,
although it obviously would not have sold as much. But I
still think there is a gap, at least in production
quality, between Praedor and its closest Swedish rival
(that would probably be Eon).
However, Stalker RPG blows any and all competition out
of the water (even if determining what the direct
competition might be is a little tricky). I feel (and it
is a feeling so don't expect me to give proof) that I
have not only reached the level of the Swedish RPGs but I
have exceeded them by a fair margin. And I am proud of
it. Very, very, proud. And also sad, for I will never
write a better roleplaying game. I can't do it, period.
My bag of tricks, collected during 25 years of
roleplaying has been emptied onto the pages of Stalker.
As a setting, it is a kind of be-all-end-all of what I
have tried to achieve in all of my games after
Miekkamies, published and otherwise. Just like Eero said,
Stalker was Burger's final say on the topic. The rest is
silence.
However, there is a catch. I just caught myself
writing the foreword of a Stalker supplement. Let me
quote (and translate) myself:
It's been a year since the release of Stalker RPG
and by all Finnish measures it has done very well. Even
the sales are closing in on my goal of half of the
Praedor sales and it is only the first year versus
Praedor's eight! Some might say that the only way forward
from here is down. Roleplaying games are nasty things
commercially. A well-done rulebook that is actually worth
its price tag is all you need for years and years. The
players are already coming up with cooler things than I
could have ever dreamed of. I've never written
supplements for my games because I don't feel that they
would really need one. And financially, supplements make
even less sense than the actual game.
But the Stalker RPG is not releasing its grip on
me. Writing it took me deep inside its world, an
alternate reality certainly inspired by the Strugatskis
but for the most part (95% by contract) my own. It oozes
the kind of atmosphere I have strived for in all my other
games: The deterioration of society, the romance of
ruins, ultra-tech at the very limits of science, the fall
back to rural and tribal ways, conniving criminals, deep
conspiracies going all the way to the top and the
blackest evil in the guise of ideals or national
security. On the other hand, there is great good and
sacrifice in places you'd least expect and where all hope
should have died out. There are epics of small fates and
heroic deeds the world will never know or care about. I
don't want to leave this place. I don't want to leave
these people: Czar, Butterfly, Doc and many, many other
anti-heroes of Toulouse.
I don't want to stop writing Stalker.
Boris Strugatsky and his incredible agent Franz
Rottensteiner threw me a real curveball when they gave me
the new license deal. I've been too stunned to decide
what exactly to do with it. I have been equally at loss
regarding to what to include in a possible supplement but
then it hit me. You guys liked the stuff in the
roleplaying game, right? How about more the same (fiction
+ fluff) plus some adventures? I am also going scare the
living shit out of diceless purists and include
conversion rules for Code/X so you can bring in the dice
if you really, really must. OR if you
have cool stuff for Stalker you'd like to see become part
of the canon, this is your chance. I've set myself a goal
of 100 pages. If we can exceed that, great. If we can't
reach it, I'll keep typing until we can. This is strictly
Indie so I am not paying you money. However, free copies,
my eternal gratitude and a free meal with beer at Ropecon
are on the table. Not to mention the fame and glory.
Rulebook illustrators! Are you still out there?
22-Feb-2009:
Back From Assembly
I am haunted by Tampere. It seems like every time I
manage to get out of there, something pulls me right back
in. Tracon, Winter Assembly and in about a month my
presentation to the local game dev students. I hope that
thing will be my last excursion to Tampere this year. It
is nice enough on a good summer's day but now in winter
they can bury the city for all I care. Just like
everything else in Finland during the winter. This
overnight trip there did not do much to improve my cough.
I am still afraid of getting a lung inflammation and that
place must have been the best source of contagion this
side of Zimbabwe. Well, working out-of-office allows me
to deliver a fresh batch of Stalkers into Fantasiapelit,
straight from the printers. I have to give Tampere credit
for an excellent collection of B-grade action and scifi
for sale in Makuuni (I bought ten!). Also, as Mexican
restaurants in Finland go, Pancho Villa wasn't all that
bad.
As for Winter Assembly itself, no complaints. I was
part of an EFFI expedition there but frankly, I would
have probably enjoyed it more as just a customer. Even so
it was cool, had the right atmosphere, Puolenkuun pelit
was making an effort to convert computer gamers into
miniature wargames geeks and for us industry
professionals the Game Space Seminar was an nice touch.
Sure they had their fair share of academic games
researchers on the podium, easily recognized by the fact
that the audience was mostly leaning on each other and
snoring. But once they got those out of the way and moved
on to other industry professionals, it was great. I
especially liked the short presentation on the dangers of
Innovation by Petri Ikonen, my former co-worker at Sumea
and their current Creative Director. For some reason he
said it in the beginning that his presentation would be
controversial and provocative but during the whole time
he did not make a single statement that me or any other
professional in the room could disagree with. However,
his point on innovation being a good servant but a bad
master was something I wish all the people who have
approached me with roleplaying game ideas would learn.
Also, kudos to Jussi Laakkonen who summed up the
meaning of "casual" in casual games as
"accessible" in his own presentation. The
academics present disputed it, having just given a
presentation about the different factors that make a game
casual. However, being IN the fucking industry and doing
games, many of them casual, I can confirm that Jussi was
right and the academics were wrong. But it did not end
there. Jussi reiterated his point from last year's Summer
Assembly that the rapid growth on casual and especially
social gaming will be the greatest potential in this
business in the future. He then went on to explain how
his start-up Everyplay is a small casual games studo with
keen interest in social gaming. At this point a female
member of the audience decided to be the token feminist
and asked how they expected to be able to make games that
are appealing to women when their five-man team is all
male. While the rest of us where groaning in desperation,
Jussi explained to her that casual games, i.e. simple
motoric, cognitive and resource control puzzles, are
popular precisely because they have generic appeal and do
not need to be targeted at specific demographics, like
i.e. men or women.
It may feel like I am dissing the game researchers
here. Okay, I am. But they have one thing going for them.
Gamics, ludology, whatever you want to call it, is a
young science and the game researchers are still building
up its knowledge base. This means they are doing a lot of
basic research which is effectively putting new labels to
things any industry veteran has known for years and
years. Small wonder we all fall asleep when they are
talking. However, once that knowledge base has been
established, we in the industry can't afford to be
complacent about it anymore. Already the Game Space
research relied heavily on real-life gamer data and close
cooperation with industry (especially Nokia and Digital
Chocolate) and their ultimate goal was to create
theoretical tools for the industry to use. This is a
valuable goal in itself and while it is highly likely
that the first generation tools won't be up to much, I
can understand the long-term interest both Nokia and DS
have in continued cooperation with the research teams.
We'll do a retake on this in around 2015 or so.
Game Space research project is what the Hypermedialab
in the University of Tampere has been working on in the
recent years. I wonder what Peliikka lab in Helsinki has
been doing?
The seminar was an insider event but Winter Assembly
2009 made headlines by breaking the Guinness records on
both the longest play session of Guitar Hero and the
biggest score on a single composition. I was more
interested in cybersports and my previous favourite
cybersport, the CSS, had to make way for COD4
multiplayer. The COD4 spectator tools, if that's what you
can call them, are so much more user friendly even on the
lower resolution of the silver screen that watching the
game was incredibly easy. Despite the frantic pace, you
did not have to strain to grasp what was happening but
could instead focus on the screen and the drama in both
the sport and inside the players' heads. After all,
cybersport PVP is a virtual bloodsport, where the
survival and pack instincts of the players are stimulated
for the amusement of the spectators. Of course, all team
sports rely on this to some extent but at least the
cybersport combat games are not making any excuses. The
cybersports commentator is also worth mentioning, being
right on par with the best of the hockey matches. It
would be a dull thing to watch without him. Thanks, Teemu
"Wabbit" Hiilinen. I am your #1 fan! Let's do a
S.T.A.L.K.E.R. -tournament next year, ok? (Cool
music video)
So, after a 2-hour drive I was back in my cave in
Vantaa. Two things had happened while I was away: A new
Piippuhyllyn Manifesti had been announced and it had even
been commended on roolipelaaja forums. But when I tried
reading it the bloody website was down! You fucking
tease! The second thing was this
forum post by sukkamieli. After the valid complaint about
Stalker last week, reading this hit me like a piece of
rich, dark chocolate... You know I don't like talking
about designer intent but enabling people to do and feel
like that, it's my designer intent!
20-Feb-2009:
Stalkeria koskeva valitus
Olen saanut ensimmäinen
valituksen Stalkerin sisällöstä, tai ehkä
pikemminkin rakenteesta, ja se on aiheellinen.
Roolipelaamista käsitellään kahdessa kohtaa,
ensimmäiseksi Pelaajan kirjassa sivuilla NN-NN, missä
keskitytään toiminnan soveltuvuuteen hahmokonseptiin
nähden ja jätetään pelaajan oma ilmaisu
pelitilanteessa vähemmälle. Asiaa käsitellään
uudelleen Pelinjohtajan kirjan sivuilla NN-NN, missä
painopiste on pelinjohtajan vastuulla olevissa asioissa,
kuten draaman hyödyntäminen, osallistuvan pelaamisen
palkitseminen ja pelin tuloksena syntyvän
tarinankerrontavastuun jakaminen pelaajien omien
kuvailujen ja ilmeisun kautta. Yhdessä ne muodostavat
minusta hyvän ja loogisen paketin. Valitus koskee sitä,
että erikseen luettuina ne antavat varsin erilaiset
kuvat siitä, millaisilla perusteilla roolipelaamista
pitäisi arvioida. Ne eivät myöskään viittaa toinen
toisiinsa.
Vanhat pelaajani olivat varsin äänekkäästi sitä
mieltä, että näin pääsee käymään vain jos
pelinjohtaja on ääliö, joten siitä ei tarvitse
välittää. Olen itse eri mieltä, sillä teknisenä
kirjoittajana tuli opittua, että mikään ei ole koskaan
itsestäänselvää. Väärinymmärrysten ja
ristiriitojen poistaminen on ohjekirjan kirjoittajan
tärkein tehtävä. Tässä tapauksessa kaikki ongelmat
olisi voitu välttää, jos Pelinjohtajan kirjassa oleva
osuus oli alkanut tyyliin "Nämä ohjeet ovat jatkoa
Pelaajan kirjan sivuille NN-NN" tai jotain
vastaavaa. Valitettavasti näin ei ole. Minun helppo
kuvitella miten joku, joka lukee kirjaa pätkissä
useampien päivien aikana päätyy painamaan mieleensä
vain Pelinjohtajan kirjassa olleen osuuden. Koska
pelisysteemi on täysin kätketty pelaajilta, joku joka
ei ole 25 vuotta roolipelannut sääntöirreverentti
otherwheren lumoissa oleva old skool-pelinjohtaja,
saattaa aiheuttaa tulkinnoillaan pelaajilleen angstia
pitkän aikaa ennen kuin tämä ristiriita paljastuu.
Valitettavasti tämä on 99,9% asiakaskunnasta.
Minulle soitettiin tänään että Stalkerin seuraava
painos (suoria kopioita kolmannesta painoksista) on
noudettavissa kirjapainosta, joten mitään korjauksia ei
nyt ehditä tekemään. Tämä myös tarkoittaa, että
kiitokset-osastossa oleva "Erman" on edelleen
väärinkirjoitettu. Sen pitäisi olla
"Ermann".
Inhoan itseäni.
19-Feb-2009:
Back To The Printers!
I have had a picture of minister Suvi Linden dressed
up as a Nazi officer in this blog before. But honestly,
if she had been a member of the Nazi party, she would
have been one of those Bavarian idiots Hitler got rid off
in the Bierhall Putsch. While many of the ministers and members
of parliament promoting Lex Nokia are
genuinely evil, Suvi
Linden is too retarded to be a villain. She
is from the National Coalition party so she should be as
evil as they come but apparently she screws up being evil
just like everything else! And while I normally would be
dead-set of any kind of a national register of village
idiots, joining the Suvi
Linden supporter list is completely
voluntary and I am all for it. If they would not have
sauerkraut for brains they would have asked to be removed
from that list already.
Yes, I'd like to see Suvi Linden resign. How did you
guess?
While the society has been going to hell in a
handbasket and I am ever more grateful to the military
service for teaching me how to handle Kalashnikov-type
assault weapons, Fantasiapelit has sold out its Stalker
RPGs and a new print run is in the making. I am just
asking the printing company to churn out a 100 more
copies of the most recent version, so there are no
changes to the content. The price of paper has gone up,
though, so I am contemplating a price increase of 2
euros. And to all of you intent on saying that 30 euros
is some kind of a magical price barrier you will not
cross for any reason, I don't need to know. Hell,
I can't afford my own airship either but that does not
mean I am going to bitch at the airship manufacturing
company. On the other hand, I just received a
complaint that the anti-theft patch used by Fantasiapelit
is difficult to remove from the cover of the game without
damages. That is the kind of complain I do want to
hear because it means I can ask Fantasiapelit to
look for less damaging alternatives.
Efemeros #2, Sami Koponen's annual roleplaying
magazine/generic supplement is in the making. It is
geared for Ropecon and lets all cross our fingers hoping
that it really makes it. Curiously, his efforts have
inspired me to take another hard look at the possibility
of writing a supplement for Stalker. While my voluntary
supplement artist seems to be otherwise occupied (these
things happen when you do stuff as a hobby), there are
alternatives, such as the original illustrators. However,
writing a supplement would mean dropping the translation
project for now (not that it would have progressed at
such a blistering pace anyway). But yeah, abt. 100 pages
of Stalker lifestyle, fashion and trends. I hear winter
camo is all the rage in Toulouse right now but the
Institute Border Patrol has begun to round up people at
roadblocks just for their clothing. Let's just hope your
fake ID is good enough.
I've been toying with the idea of Code/X/FLOW
conversion rules (effectively a dice-based alternative
system). Maybe I'll put that in the supplement. Having
the best of the both worlds (and another round of
arm-chair game designers doing mismatched rule expansions
for it...)
Turmion Kätilöt is a moderately controversial
Finnish heavy-industrial metal band (actually, Rammstein
guys are fond of their music and say it is probably what
Rammstein would sound like to a person who can't
understand a word of German). I first heard them live in
Ruisrock and they did not impress me back then. Later I
found out that studio quality sound actually lets me
discern the melodies and lyrics from the structured,
metal-industrial mayhem and I really liked what I was
hearing. I listened to them quite a bit when writing
Stalker RPG. They have published their latest record as freely
downloadable, DRM-free mp3s (the mobsters at
Teosto must be fuming). It is not all about being noble
and I hear they've had some kind of falling out with
their record label. Even so, it is a great deal and I
hope to be able to donate these guys something for it.
Burger Games is about to file its enterpreneur tax
report and man, I suck at accounting (something the tax
officials have duly noted). Still, looking at it I'd say
there is about 250 Stalkers out there and this latest
print run puts the total for me at over 300. The midway
point to Praedor sales is not that far off, actually. The
royalties I will be paying to Strugatsky will actually
amount to something. It is money well spent and money
well earned.
13-Feb-2009:
The Priboi Story
The Priboi Story is a Hungarian total conversion mod
for S.T.A.L.KE.R: Shadow Of Chernobyl. It delivers a
tight package of existing mods on top of a new storyline,
a new lead character and loads of textual content. It's
all in sync with the storyline, where it has been a while
since Marked One made it to the centre. The Zone remains
wide open for exploration but it is also more active and
growing. Alarmed, the Ukrainian Army sends in Lt. Priboi
to trace down key documents that should shed light on the
secrets of the Zone and they even give him a decent
machine pistol to start out with (luckily I still found
AKSU from the Cordon village). The military is his home
faction and scientists and the Duty are allies. Loners
are neutral but sometimes cooperate. Freedom is now an
enemy and bandits and mercs are still on the KOS list
(Kill On Sight).
All the new features I got accustomed in Oblivion Lost
are still there, like the repair option, vehicles and the
extra monsters the original devs had cut out from the
final version. There are quite a few new weapons (like
the Russian copy of Suomi konepistooli) and they are
quite deadly. To compensate, armour is much tougher than
before and wears down very, very slowly. Sometimes I
think enemies always have better armour than I do. Two or
three hits is usually still enough to take me down, while
enemies can shrug off quite a few if hit in the limbs.
Beasties are quite tough but fortunately the armour
upgrade has even blunted the bloodsucker claws a little
(they were hellish in Oblivion Lost). Nights are not as
dark as before but weather effects are outstanding.
Blowouts are frequent but survivable with the proper set
of artifacts. And as for artifacts, there are plenty of
them and blowouts replenish them, just as they add
monsters and even reanimate zombies.
But what really floored me was a small graphical tweak
to look and feel of the old levels: It is summer!
The Zone is green and verdant, complete with beautiful
flowers, songbirds and birch leaves rustling in the
breeze. Granted, they also added an odd building here and
there and a couple of rather interesting structures
(looks like there is giant icicle in Garbage), but
really, the change of vegetation redrew my mental map.
Another thing they did was tweak the anomalies. They are
now much harder to spot and most of them are deadly. I
really enjoyed watching a bandit leap over a fence and
get sucked into a some kind of ground-level black hole
while a nightly thunderstorm (and those things are
impressive) was raging all around us.
Not that I can fault the enemies, though. Mob AI seems
to have been turned up a notch (not that it was bad to
begin with) and they actually seek cover or even try to
outflank you. Lone enemies (or allies) faced with
overwhelming odds can panic and start running around
crying for mercy (if you can understand Russian). Mutants
are a pain in the ass, especially at nights when they
seem to form veritable hunting packs and I once got stuck
on the roof of a bus, with zombies, dogs and rats
literally swarming around it. Blowouts also create
interesting monster encounters. Rostok (where the Bar is)
was almost overrun by monsters spawning within the
compound.
In conclusion, I regret the money I wasted on
S.T.A.L.K.E.R: Clear Sky. I should have split that sum
between the Oblivion Lost and Priboi teams as donations.
Thanks to them, S.T.A.L.K.E.R: Shadow of Chernobyl gives
me 2.5 excellent games (I count OL as 0.5 games because
the basic storyline never changes) for the price of one,
while Clear Sky just smacks of hasty design and blind
drunk QA department. To install Priboi, update your SoC
to version 1.0005, then install the Priboi
1.1 mod, patch it up to 1.0005 and remember to edit
the fsgame.ltx. Let's all join the Ukrainian Army!
12-Feb-2009:
Stalker Is Awesome
After the angst of seeing Tracon overrun with little
girls doing the helicopter with leeks (although them
doing the helicopter without leeks would have freaked me
out even more), the roleplaying game session the next day
was ointment for the wounds in my soul. I've had Stalker
lying around for years, in one form or another but you
could describe it as a battleship that has never fired a
shot in anger. Sure, I've been more than happy with the
sea trials and the gunnery ranging tests. This time was
different: not a drill but the real thing. I was actually
gamemastering Stalker just for fun, for mine and others.
And believe me, it stressed me out much more than any
testing I ever did. Which is why it felt even more great
when everything clicked right.
Right there, in the very first session, with
characters straight out of the wrapper and a scenario
based on a plot stem of a novel. I liked it and the
feedback from players was very positive as well,
including a statement from Janka that it was the best
opening session for a new roleplaying campaign she had
ever been in. That's a high praise coming from her.
Unfortunately, the only player documentation of their
experiences I am aware of is this.
Short but sweet, eh? To all who have complained that the
setting is too limited of a setting, I'd like to point
out that my players are nowhere near the Zones. They
started out in Bonn and are now in Kolkvitz, a small
run-down town near the German-Poland border in what used
to be East Germany or DDR. Kolkvitz is about 2500
kilometres away from Toulouse, although as a prime
example of the collapse of heavy industries in the former
DDR, it has its fair share of abandoned real estate and
industrial ruins.
Looking back at Saturday in Tracon and the game
session on Sunday, I still get a kick out of Kemppi's
claim in Tracon that roleplaying adventures would not
make good stories. That is like stating that real-life
events could not give raise to great legends and fiction.
Novelizing a roleplaying scenario is not all that
different from novelizing a videogame, especially if
you're an Old Skool dude like me and use a plot stem into
which the actual events (that would become the
"story" if they were narrated) are bolted as
they occur. Just like me, a game designer or a narrative
designer of a video game has no way of knowing what the
player will do. In a videogame the options are limited
but still, all the designer can provide is the plot. It
is the player who creates the story by playing out the
game. No two game stories are identical, even if they
were from the same game. One player gets a headshot in
early and an enemy encounter turns out to be child's
play. Another player is just checking cracks in the walls
for secrets when it happens and is caught totally off
guard. The plot of the game dictates that they will get
through the battle, even if it means a heavy abuse of the
quicksave key, so the next event will be the same for
both players, even if their experiences of the event and
the overall pacing of the story are completely different.
Roleplaying games with their infinite freedom of
choice (and I am not talking about D&D4 here but real
roleplaying games, with immersion and shit) have an even
wider gap between the story and the plot. So wide in
fact, that the two can become completely disconnected.
This is why if you were to write a novel based on a
roleplaying scenario, you couldn't do it from the
perspective of a gamemaster or even an outside narrator.
In fewer words, the author cannot base his novel on
events occurring in actual play. Sure, you can
use actual play for inspiration and sometimes a live-fire
excercise like playing the scenario proves that some
dramatic choices would work better if run differently.
But for the most part, novelizing a roleplaying adventure
has more to do with "inspired by XXX" than
"based on YYY". Unless you're going for a
documentary, of course. I am not saying that a
well-edited account of a game session from the narrator's
perspective could not make fun reading but I think you
can only take it so far.
I have stopped playing World of Warcraft and don't
feel any inclination to continue. I reached lvl 68 with
my best character. Instead, I reloaded S.T.A.L.K.E.R.
with the Oblivion
Lost mod and made it all the way into Pripyat. Has
anyone ever succeeded transforming artifacts in S:OL? It
is supposed to be possible and I think some kind of psych
protection device is a must if I plan on ever going
inside the plant and taking on Koshey. I have also tried
installing another total conversion mod called The
Priboy Story but could not make it run.
Everything goes fine right until the moment you are
supposed to move from the loading screen into the game
and BANG! You're back in the desktop, with or without a
crash report. Bloody shame, really. I am probably buying
a digital download version of S.T.A.L.K.E.R:
Clear Sky, install some cool mods in that
and give it another chance. Then there is this old
FPS-adventure-RPG Neuro
Hunter I've been fiddling with. Sure, it
looks like hell and the
"collect-everything-in-case-it-is-ever-needed"
old school adventure game methodology is driving me crazy
but I still think it is pretty cool. And since Deus
Ex has been played to the death and DX2
sucks ass, Neuro Hunter helps with the withdrawal
symptoms.
This blog entry has been open on my desktop for three
days, so I guess I'll also pack in my impressions of
Roolipelaaja #19. As the issues go, it is not my
particular favorite but it is not bad either. It has a
heavy LARP emphasis but I am not complaining since the
few previous issues have been good for us and LARPers are
definitely target audience as well. So, without further
ado, the Burger read-through of Roolipelaaja #19:
- RPG-like Movies has Jiituomas
making comparisons between movies and LARPs and
wondering about the do's and don'ts of having a
Cine-LARP based on an actual movie. Sure, why
not. Thumbs up!
- Year 2008 And Shit is a mixed
bag. I know I really should not complain when so
many people have named Stalker as their favourite
roleplaying-related thing of 2008 but still...
while it is nice to have a summary of what went
down in 2008 this smacks like a filler to me.
Even if wrote into there as well.
- Crime In Roleplaying Games was a
very good article, like Juhana's documentary
articles have always been. Still, I did not see a
mention of Mobsters anywhere and it gets one
downward thumb for that. Mobsters really is an
important title in the crime RPG genre and people
who have given me feedback on it consider the
boardgame-like aspects of running your criminal
empire groundbreaking and innovative. Even though
I am not sure if any of them have actually used
the system.
- Executive Game... I skipped it
on my first read-through as yet another LARP
story but changed my mind on the second go. Quite
cool, one of the LARP ideas I would have liked to
experience myself.
- Neon Twilight killed my
fledgling interest in these LARP articles. It's a
shame as the name is pretty cool. I wonder why
they wasted it on urban fantasy rather than doing
real street scifi?
- Small and Big Crimes was clearly
written for somebody else.
- Arkkikivi Does United States would
make a better porn flick than a magazine article
but that's what we got. Not that I would have
expected anything else from the very president of
the Eero Tuovinen Fan Club.
- Finnish War has been praised
elsewhere but for me it was again an article
written for somebody else. I hope that somebody
else somewhere else was pleased.
- Science of Roleplaying Games. Well,
you think you know my take on this one without
asking. Actually, I have been mellowing out quite
a bit in recent years because the theorists
(except for Markus Montola, of course) are no
longer trying to prevent me from doing my own
thing. Objectivity works wonders and if the
theorists can keep this up I will have to start
giving them some credit. I know, I know. It's
like pulling teeth.
- Ten Greatest Finnish Monsters
are nothing compared to the shock I get when I
look in a mirror.
- Song of Kraken is a bizarre
adventure that reminds me of A.C. Clarke's
descriptions of life inside Jupiter. Or Kapteeni
Hyperventilaattorimies. Take your pick.
- Roof Over Your Head interests me
but I don't know if I really like this two-page
scenario format. I really don't know. I'll have
to think about it.
- Vishnu's Gold. Lots of
adventures in this issue and this is one is a
solo adventure, reminding me of Fighting Fantasy
gamebooks. I don't think Roolipelaaja is the
right medium for it but for a one-time experiment
it is okay.
- Reviews: Boardgames. Don't give
a shit. Forge games. Don't give a shit, even if
there are occasional exceptions. Under My
Skin. Hard brake. Okay, this is an
interesting concept. I am not into touchy-feely
stuff but if I ever wrote Towers of Dusk (Remember?
The design challenge concept that gave birth to
the Flow game system?), I would read this game
first. Hmm. Seriously tempted (that would
actually make a good title for a contemporary
romance game).
So there. Not the strongest issue we've had but well
worth paying the subscription. Keep 'em coming!
07-Feb-2009:
Tracon´09
I just got back from Tracon (in Tampere) and my yearly
quota of little girls in pink dresses and lace has been
met. The idea of going to Finncon in July fills me with
dread (I'll probably go anyway but holy shit). Tracon has
grown. More sale space than ever, more people than ever
and the proportion of gamers to otakus keeps shrinking.
Unlike last year, now I really felt like an outsider but
that's nothing compared to what Miska must have felt like
behind the Ironspine sales desk. Just imagine: you have
this tall, athletic guy (actually he is quite muscular;
if it wasn't for the glasses you'd think he was in
special forces or something) and in front of him a desk
full of dark scifi action and raunchy cartoons. And he is
absolutely besieged by tiny teen girls dressed up as
princesses, french maids and kawaii goths, who are all
dancing, holding "hug me!" signs and waving
leeks like in some bizarre female version of the
"helicopter". Roleplayers have lost this battle
and Tracon is animefan turf now.
On a better note, Mike's panel on "Roleplaying
Culture in Finland" was the best of its kind I've
seen. By far, really. For a moment, it actually made me
feel like roleplaying as a hobby wasn't dying out but
instead the concept and the identity of being a
"roleplayer" were changing into new forms (Joc
Koljonen proposed this). Thankfully the long, dark drive
home gave me time to come to my senses but really, if you
weren't there, you missed out on something good. Even
though Janne Kemppi talked out of his ass that adventures
won't work as drafts for novels (which we all know to be
untrue) and I had to ask Mike to try making his
roleplaying games for teens a little less appealing to
the dirty old men demographic. Frankly, I don't think I
could gamemaster Tähti to its intended audience without
being sued. It is too realistic for its own good. By the
way, Markku Tuovinen reminded us all of Eero's upcoming
"Eleanorin Uni" roleplaying game for pre-teen
children. I'll probably hate it but in this case it does
not matter as he has been playtesting it with 6-year
olds. If he can get it right, he will forever change the
face of this hobby.
My own contribution to the program as part of the
copyright panel, was a much more mixed bag. Having
abandoned his provocative stance, Kaj was no longer sure
what the panel was about. For the record, that
is not a good choice for the first topic. As a result,
the discussion was meandering this way and that. And with
only one microphone between the five of us, dialogue was
not really an option. And finally, when the audience was
showing the first signs of life (apart from decomposing),
it was over. We had just one hour for a
five-people panel with a hugely complex topic that was
certain to inspire questions and comments from the
audience. Although one person in the audience later told
me that the discussion was so chaotic and hard to follow
that one hour was probably the most he could take it.
So, yet another Tracon for the books. I am not sure I
will attend the next one, though. I feel like fish out of
water there. By the way, I met some people from
Fantasiapelit and they are probably going to order some
more Taiga. I hope to slip in an order for Stalker into
that as well, so I could have the 4th print run made.
Although Stalker was listed as the #4 best selling RPG
product for January, they are out of it now.
06-Feb-2009:
I, Citizen Activist
Yesterday, I froze my butt off standing before the
Parliament Building with around 300 other demonstrators
(my estimate, press estimates vary from 200 to 400). We
were protesting against Lex Nokia that I already
explained here. There is no real
hope of making them reject the proposal but I hope we can
still get changes in, like removing the right to monitor
traffic from internet connections obviously intended for
personal use (I would suggest this includes home internet
connections provided by employers as well). We were
already on our merry way to personalize the law with
Kimmo Sasi but then our old pet-hate and the current
government village idiot Suvi Lindén came to his rescue
by arguing that the law improves the legal status of all
participants (wtf?) and that there are more important
problems in Finland right now (no, there isn't; the
economic downturn will pass in a few years but the loss
of basic civil rights is here to stay).
Moron.
Sigh. At least the Leftist Alliance, Social Democrats
and Basic Finns promised to vote against the law and
while goofy as ever, Veltto Virtanen (Basic Finns MP)
actually scored a home run with his speech. Yes, Veltto,
this time we did understand what you were talking about,
although it did take you a while to make your point. The
same can't be said for the Green Party. Kasvi (Green
Party MP and a geek idol) is obviously opposed but the
Most Useless Party In Politics has, again, decided to
make itself irrelevant. One minister for the proposal,
one against, half of the MPs vote for it, half against
it. Kasvi has a bit of a personality cult going on among
the geek population but I wish people could see past him.
Even if he were personally sincere, his party is just
waving him around to keep the geeks enthralled. He is
just one guy out of many and the rest of the Green Party
can be guaranteed to do the exact opposite of what he is
proposing. And it happens every fucking time. Just check
the Lex Karpela votes and you'll se what I mean.
The upside of it all was getting to be on television
and recognizing my pudgy face, bright red in the cold
wind, from the crowd. And of course, seeing the fruits of
my labour at work: a good number of the signs and
placards waved by the EFFI and Pirate Party members
present had been thought up by me last Sunday. If that
does not get me into Supo's books, nothing will. I mean,
what else could they be doing now when even as-of-yet
illegal wiretapping of private communications is going to
be outsourced to private interests? Are they facing
cutbacks? Why don't we outsource the rest of their
functions as well. Instead of having to hide an
operation, we can disperse it so far and wide it becomes
impossible to keep track of who is doing what. Espionage-no
longer just for criminals!
Meanwhile I have continued to translate Stalker
whenever I have the time and energy. It is hard, boring
work but the thought of an approaching game session
lightens my mood, as does the idea of going to Tracon
tomorrow. Many old roleplayers are dismissing the whole
thing as an anime circus and yes, we roleplayers are
vastly outnumbered. Nevertheless, we're there and the
last time it was good fun too.
04-Feb-2009:
Holy Crap! It Worked!
My last Praedor campaign was based loosely on my plan
for the second Vanha Koira novel. In hindsight, maybe it
was for the best that I never wrote the damn thing. It
was not the kind of tight package that the story modules
in the original novel were but a long and rambling
roadtrip through a variety of fantasy cliches. Maybe I
always knew it and that's why it never really got off the
ground. It also made me a little afraid of trying to
write pure fiction again, although there are bits and
pieces of game-inspired fiction in Pelintekijän
päiväkirja. Which, by the way, appears to have been
gobbled up the publisher and they are not responding to
my emails anymore. The editor with whom the original
publishing deal was made is no longer working there.
Maybe his successor thinks the book is too weird to be
published by them (BTJ Finland has this factbook focus).
I can't say I disagree but if this is the case, I wish
they'd come clean about it. That way we could agree to
void the deal (the script was late in any case) and I
could publish the script myself.
Of course, it was only a matter of time before the
writing bug struck again. With the fresh Stalker license
in the desk drawer, you have three guesses as to what it
is about. Since I also needed plan for my upcoming
Stalker campaign, I decided to give the inspiration-based
adventure writing another go and WHOAH! It went fast!
"Punainen Talo" was criticised for being too
railroaded but it was really written as a kind of a
tutorial. "Teräsmetsä" is in my standard
adventure script format, also described in Stalker RPG.
Scenes in the adventure are basically short scenarios, or
chapters in a story. I know the approximate circumstances
they will begin with and what the probable goes for the
players are. However, there is no way to tell how and if
the players will get there and to be quite honest, it is
more of a rule than an exception that new goals and
circumstances will emerge during play. Finally, I don't
need dice to cause chaos. Never have. The players are
perfectly capable of creating unbelievable and
embarrassing events just by their own actions.
While there's no way to know what will eventually
happen when we play, as a writer I really like this plot
outline. I think it is a tight package of low-SF action
and technothriller intrigue, with surprising twists,
elements of horror and quirky characters to go around. It
is also clearly rooted in the IP of the roleplaying game,
rather than the original novel. As a novel and with the
level of detail it entails, it would also double as a
sourcebook (or at least a source of inspiration) for the
existing Stalker RPG fans. So it seems well worth writing
and I am itching to do so. Should I really go for it?
This would be the first time I would be writing a book
without a signed publishing deal under my belt. I'd like
to apply for grants again and I wonder if not having a
ready-made deal is too much of a hindrance for that. Of
course, I already have the blessing of Boris Strugatsky
for it and the positive reviews of the roleplaying game
in Helsingin Sanomat should count for something.
Maybe this is a stupid question but has anybody else
used FLOW as a dramatic tool? Since there is so little
game mechanic involved, I find the character creation
system in Stalker incredibly effective at creating
characters for fiction. Coming from the R. E. Howard
school of writing, I prefer strong personas defined by a
few dominant characteristics at first and then
fine-tuning them throughout the story with the exposition
of secondary traits. Vanha Koira is a perfect example of
this. I think the duality of abilities and shadows in the
FLOW character creation support this kind of thinking
extremely well (which is not too surprising since it is
based on my own story preferences).
By the way, Fantasiapelit website still says they are
out of Stalker RPG. If I run into them at Tracon, I will
ask them if they want another print run made. If not, the
final sales stand at around 250 copies. If pressed, I
might also release some or all of the 1st print-run games
back into circulation. That would mean I will no longer
assign numbers to the 1st print run copies when asked to
sign them. Also the copyright panel at Tracon will
happen, after all. It will be from 16 to 17 in the TC
room. Somebody must have warned Kaj Sotala that ever
since he emailed me his outline of the panel questions, I
have been grinding my teeth. Or rather, sharpening them
with a file. He has now retracted the most offensive
question and apologized for it, promising to edit the
whole panel programme into something less provocative.
Good for the panel, bad for drama. If that particular
question had been asked, I would have made one hell of a
scene.
01-Feb-2009:
I Think We All Knew It...
...but now it is out there. Nokia is dictating the
policies of the Finnish government by using jobs and tax
revenues as a leverage. Finnish ministers and officials
are sidestepping existing laws, expert opinion and even
the Finnish constitution to create new legislation
serving the interests of a single business enterprise.
And that, my friends, is the definition of a megacorp in
the cyberpunk sense of the word. States within states. Helsingin
Sanomat, or at least the reporter in
question, will probably pay a price for breaking the wall
of silence surrounding government-corporate relationships
in Finland. When he sleeps with the fish in the Baltic, I
hope he gets some consolation from knowing that the world
is a better place if we are made aware of such things. Of
course, if you want to be really paranoid, remember that
Sanoma-WSOY is also a megacorp. It is the largest media
company in the whole Northern Europe and growing rapidly
east of the border. Maybe reporting another megacorp's
abuse of power is the opening shot for an impending
corporate war.
However, I am just a citizen, an employee and a
consumer. In that capacity there are four things I can
do:
- Boycott Nokia products (it is the only way to hit
them where it hurts, even if it is very little)
- Attend a demonstration
against Lex Nokia on February 5th.
We gather in the Railway Station Square at 14.30
and proceed to march to the front of the
Parliament House by 15.00. If you like living in
a democratic society or just enjoy being
"cyberpunk", join up! This is
definitely "punk" and given the
circumstances, it is pretty close to being
"cyber" as well.
- Sign the
petition against the law.
- Stay vigilant. This was not the first and will
not be the last abuse of corporate power. All it
takes for evil to triumph is that the good guys
do nothing.
The insane thing about the entire law is that it is
all about management paranoia and would not prevent a
single incident of industrial espionage. Actually, I am
amazed that unions are not more incensed by this because
apart from public rhetoric, this law seems to be
targeting organized labour instead of other corporate
interests. Think about it. You would not email a rival
corporation from your work address but you would email
the employee representative of your company. Or the
company medical services. Or a boss from a rival
department. Or the bosses of your own superiors. And that
is just within the organization. Have you told your boss
you might be pregnant? No problem, he can deduce that
from the email contacts and WWW searches. Ditto for
sexual preference, religious orientation, taste of
entertainment and in some cases even dietary habits and
things at home. In addition, the press has its own
concerns regarding source confidentiality but isn't it
better for the society at large that corporate abuses are
exposed? That's where the the interests of the parliament
shoud lay.
Reading commentaries or public debate over the issues
of privacy, citizens' rights and fair use of intellectual
property, I sometimes despair over how complacent and
submissive people are. "Think of the children"
is one of my pet hates as its users seem to be completely
oblivious to everything else. They would probably use it
to justify mass murder if it came down to that.
"Employer has 100% authority over employees" or
"employers should have all the rights because they
run this society" also pops up frequently. To me, my
employer is a customer. I sell my work to it in return
for a fixed compensation, frequently referred to as
"the salary". The job contract determines the
nature and limits of this relationship. The employer has
no right to interfere with anything else, just like it
cannot intervene in the internal workings of its
corporate partners or subcontractors. I can stomach, with
some consternation, the idea that web communication with
tools provided by the employer is monitored to some
degree. But what if the employer offers the employee an
internet connection from home as a job benefit? Would
they also have the right to monitor that? I think not.
And to suggest similar rights to student organisations or
housing companies, where the private use the internet has
been the sole idea for the service, is retarded.
Finally, there was this one argument (thankfully just
one) about the Parliament being a democratically elected
organisation and therefore entitled to the trust of the
citizens no matter what their decisions were. This is
roughly in the same category as the assumption that
something must be right and just if its encoded into a
law. Unfortunately, my trust in the parliament has been
broken. While it is convenient for me to operate within
the bounds of law and social norms, I don't feel like a
better person for it. Quite the opposite, in fact. I wish
I were braver. I wish I had the courage to do more than
the four things listed above and really throw a wrench in
their works. Right now, I feel like a worn-down speed
bump on the road to hell.
28-Jan-2009:
Curling Is Lethal
Well, not really. I just busted my left shoulder when
I slipped on the ice. Besides, the ballet required to
launch the stones properly is not meant for fat walruses
like me. Ouch, and now it feels like my left shoulder is
twice the size of my right shoulder and stiff to move. I
wanted to go to the gym again today but I am probably
going to wait a little to see if the arm would heal a
litte first.
I heard rumours that Fantasiapelit would have run out
of Praedor recently. However, a visit to their website
told me that while the product has been listed as being
out-of-print (technically true), there are still
sufficient numbers of copies available in the shops and
warehouse. So shame on you who are spreading false
information. On the other hand, the website claims that
they *are* running out of Stalker. I haven't received any
calls for more Stalker and without the customary preorder
from Fantasiapelit there is no easy way to finance the
print run. I'll give it a few weeks and then ask them
what's the situation. After all, we are talking about
*ahem* the
best Finnish RPG ever.
The Stalker translation inches forward, one page at a
time. I don't know how long it is going to take and the
anomaly names are a pain in the ass. Also, sometimes when
reading my text with the purpose of expressing the same
things in English I get a sensation from the Finnish text
that I am rambling. However, so many people have
commended the writing of Stalker so that either I am the
only one bothered by it or nobody else thinks it is big
enough deal to be worth mentioning.
Ever since the Motörhead concert in Jäähalli on
December 16th, I've been having a some kind of Motörhead
high. My Ipod is loaded with every Motörhead album there
is, plus the recent Black Ice from AC/DC and nothing else
whatsoever. At work, the ample collection of Motörhead
in YouTube helps me cope with the stress of the working
day. I have also cranked up the headphone volume to
dangerously high levels, both to bring back the memories
of the concert and to recreate this warm, energetic
feeling I've had inside me ever since. I've been a
Motörhead fan for a long time but I've never had it this
bad. Interestingly, the number of Motörhead songs I find
truly brilliant has suddenly exploded. I have had most of
these songs for 15 years or more already and since it is
unlikely that they would have changed, the change must be
on my end. Here are some favourites that were exluded
from the previous showing:
Oh hell, this is going to take all night! There is too
many...
24-Jan-2009:
Repetition Sucks Ass
This blog entry was definitely inspired by the related
majatalo.org
thread. Somebody might ask why I am not writing this
there. If I am going to have to explain
the rhyme and reason behind my game's
combat design, I want the hits for it on
my page. If that bothers you, take a
deep breath, have a cyanide capsule and call me when
you're dead.
Debates on the supposed realism or lack of thereof in
Praedor repeat themselves every six months. No matter
what we do or say, after six months or so someone is
again about the exactly same thing again. I have
explained all this a hundred times before but let's focus
just on combat and see if we can come up with anything
new. Praedor combat system was never meant to be a
realistic combat simulation. Realistic medieval combat
sucks ass, just like the Middle Ages in general suck ass.
Actually, the whole philosophy of the Middle Ages was
"this sucks ass, I wish we could return to the Roman
Empire". And if the people living in it said that
who are we to argue? The fantasy genre and all its
subgenres are based on folklore and heroic tales, not on
socio-economical studies on how much the Middle Ages
really sucked ass.
In Praedor, the low-fantasy approach to the world at
large creates a backdrop where things suck ass, thus
highlighting the adventurers as people who A) don't suck
ass and B) can change their fate and status with gold,
steel and alchemy. That's pulp fantasy for you. In
Praedor fiction, there are basically two ways for heroes
to die. First is the actual death. Second is losing the
special status of an adventurer and beginning to suck ass
once more. There is a great scene about this in Kuolleen
jumalan palvelija, where young Ferron meets a former
hero. Now old, crippled and half-blind, he sucks ass and
knows it. Even Ferron's mentor, a famous former praedor
from the same party as the cripple, is now falling back
into the Suck Ass Club, although outwardly he is doing
okay as a rich man's servant. The adventurer in him is
dying and his last attempt at reviving it backfires in a
physical transformation to a Nameless monster.
Conan the Barbarian goes through the same struggle,
although he emerges as a winner. As the King of
Aquilonia, he is doing outwardly great but the role of
the king has deprived him from the status of an
adventurer. By the beginning of Conan of the Isles
he is so frustrated with the whole kinging business that
he threatens to hurl his crown at the face of a nobleman
petitioning for lower taxes. His salvation comes in an
adventure that makes him hand over the throne to his son
and become an adventurer once more. Thus he no longer
sucked ass.
Real medieval combat occurs between combatants who
suck ass, with weapons that suck ass and usually for
reasons that suck ass. And if they win but get wounded in
the process, their prospects aren't all that great
because their doctors suck ass. Why people would want to
re-enact that in roleplaying games and LARPs is beyond me
but they do. There is definitely a business in the way
the Middle Ages sucked ass. And like herpes, the
realism-seekers come back time and time again to ask the
one and the same question: "Why doesn't
Praedor combat suck ass?"
Praedor characters aren't superhuman but they are
definitely above the average. This is made possible by
the low-fantasy approach to the world: when everything
else sucks ass, the man who does not suck ass is a god.
As a rule, pulp fantasy fans don't like reading, watching
or roleplaying characters who suck ass. They tend to go
for the hero/anti-hero stuff instead and that is the
clientele that the Praedor combat system caters to. It's
sole purpose is create a mental imagery of a ferocious
battle with dramatic events. Thus spears splinter,
axeheads push through the shields and injuries are
special events (Syvä Haava) that act as a reward when
inflicted on the enemy and a source of drama when
suffered by the PC himself (a Player Character to you
non-roleplaying mundanes out there). The goal of it all
is to create medieval fantasy combat porn, for the lack
of a better expression. It's exploitation violence.
In Vanha Koira, I thought through all the
combat sequences as they would or could happen according
to the rules and then wrote out the sequence of events as
a narrative. Unlike Salvatore, I did not waste my breath
(and pages) on each individual move but you get the
picture. But even when I was still writing the actual
roleplaying game, my aim was to make a combat system that
would produce good fantasy action fiction if it was
written out as a narrative. Everything else, and I mean everything,
was subordinate to that goal. The system is well-liked so
either it worked or I accidentally got something else
right.
In the real Middle Ages, weapon and armour balancing
sucked ass. Some things were just so obviously better
than others that I think any attempt at realism is
doomed... Oh yeah, I forgot. In realistic games sucking
ass is the whole point. But I digress. Many actual
medieval weapons came into being as a result of formation
combat. Praedor adventurers would be mostly single
combatants and effective formations even as a group would
be rare, so every weapon needed to have its good uses. Or
at least some virtue other than being cheap enough to be
issued to hordes of peasants.
Mathematically, the game has three weapon categories
with three variations each. More weapons and exceptions
have been added if they are commonly used in Praedor
fiction or fantasy roleplaying games in general (thus the
controversial suurkirves (great axe) which has no obvious
historical counterpart). There are light weapons that do
little damage but are easy to acquire and transport,
medium weapons that do medium damage and definitely mark
the bearer as a warrior, and heavy weapons that do
extensive damage and are rare even on battlefields. The
basic weapon of each category is the sword: short sword,
broadsword and greatsword, respectively.
Damages for each weapon are estimated on a mental
image of an ordinary person receiving a "usual"
blow from these weapons. Weapon damage + 4 (probable roll
result in a 1st degree hit) was matched against the
damage tables to produce an effect that best matched the
mental visualization of the event. Having read a shitload
of medieval war history (and about the archeological
studies of the battlefields in War of the Roses,
1453-1487), I claim that my mental images were more
accurate than those of most people. But, it is worth
remembering that I also have a long background in pulp
fantasy fiction. Based on this damage estimate, using an
unarmoured size 7 person as a target, I now had the base
damage values. Then I expanded each category with fast,
medium and slow variants. Calling the determining factor
"weapon length" made sense because it fit most
people's assumptions on how the combat event would occur
and it was already used in some other games that I liked,
e.g. Elric!
For example, a spear is the fast variant of a medium
weapon. A spearman always gets to attack a swordsman
first but the wound he inflicts is one category weaker.
Spear is also very common and cheap and even possible to
manufacture by yourself. Hence, it needed a weakness and
since it was a long stick the choice was obvious. Battle
Axe (Tappara) is the slow weapon of the medium category.
I originally meant to give it a full +2 damage advantage
to a sword but chickened out and added the two-handed
option instead. Swordsman always strikes first at the
axeman but if the axeman hits back, there is a 50% chance
that the injury is one category more severe.
Then there are the special weapons, included because
they are used in fiction, other games or are just so damn
cool. Morning star is one of them. It is a
medium-category weapon but the length of the chain and
the ability to strike around shields and defences made it
tricky. I could have had a whole bunch of extra rolls to
depict this effect. Instead, I retained the medium
category damage but gave it extra speed for being so damn
cool. Sounds great, eh? A little too great, actually.
Morning star needed a good drawback to compensate for the
speed increase. Mentally visualizing the battle, the
choice was obvious: you can't parry with it. If you have
a shield and face someone in a single combat, it is a
great weapon. But lose the shield, and you're in trouble.
Finally, there were some overall tweaks. Everybody has
seen documentaries on how much damage a longbow can do.
But did I want every battle in the game to be a firefight
with pieces of wood? Nope. So I reduced the damage to
give melee weapons a strategic advantage, even when
combatants are lightly armoured. I made clubs cheaper but
slightly worse in their properties, while all axes have
the edge in damage and the drawbacks of shortness and
occasional (but rare) breakage. Swords are the best
all-around weapons and unless specifically targeted, they
are damn near unbreakable.
Is it realistic? Probably not. But at least it does
not suck ass.
23-Jan-2009:
Translating Again
It is amazing how nervous I am about translating the
Stalker RPG. You'd think I'd be nervous about my book
(the publisher is still sitting on it but said it will be
processed sometime this spring; I just gave them a little
kick) but no. All I can think of is whether or not I can
keep the English translation as fluent and colourful as
the original text. I am doing the hard work myself and
then let a native speaker and a language expert to play
the editor on it and colour it red with corrections.
That's how it always happens anyway. To get myself back
into groove I reworked the stuff I had already translated
and employed more powerful tools. One of the reasons I do
so much of my writing in Pagemaker is that MS Office and
Pagemaker seem mortal enemies and porting text back and
forth is a pain in the ass. Now I am using Open Office
and have no problem whatsoever, so I am extracting text
into OO, doing the translation there with the help of its
proof-reading tools and woefully inadequate dictionary
and then porting the finished result back into the
pagemaker file. There is again a glimmer of hope that
next Ropecon might see the unveiling of Stalker - The
Science Fiction Roleplaying Game.
In related news, trying to arrange the first session
of my new Stalker roleplaying adventure is like herding
cats. I am on the verge of giving up and writing a novel
about instead. Stalker and FLOW can improve roleplaying
in many devious ways but in my age (and the age of this
particular group) nobody seems to have time for anything
anymore. I actually wrote an anti-family and
anti-children rant in here but deleted it in the
interests of public safety and not losing the few
parenting friends that I still have. But sheesh! People
actually go through all that crap voluntarily? We are
slaves to our instincts. That's the only explanation.
Meanwhile, this
crawled out of the woodwork. I read the foreword where
the author confessed that she was inspired by Forge and
had an unhealthy attraction to Ron Edwards. Like all
Forgers, she is trying to fix something that was never
broken in the first place. This hasn't prevented them
from having an occasional good idea, so maybe Aulos is a
really good game. But my interest in it took a bullet in
the head right at the gate so I would not know. I can't
understand where this idea, that having a normal
gamemaster-player relationship somehow excludes the
players from building the story, is coming from
(Edwards?). Anyone who has ever played a decent
roleplaying campaign knows it's bullshit (hell, it does
not hold true even for computer games). Still, some
people keep repeating it like a broken record. Maybe it
is the same as with the hare krishna-mantra, where monks
are trying to purge the world of negative energies by
repeating the same line over and over again: Hare
krishna hare hare krishna krishna hare hare hare rama
hare hare rama rama hare hare...
From the looks of it, both monks and Forgers still
have some work to do.
Last weekend I watched Eden Log,
unfortunately at the wrong time and in the wrong company,
since we were expecting an action film. Instead, it
turned out to be a highly atmospheric French scifi-flick
with a strong artistic touch that reminds me of
Tarkovsky's Stalker. I know some of you just
decided to give it a pass but I thought it was very
interesting and provided inspiration for Stalker
adventures. More so than Tarkovsky's Stalker, in fact.
Tarkovsky built beautiful scenes and a haunting
atmosphere but he was never too keen on the playability
of his setting. Eden Log has also a lot more action but I
still would not call it "fast-paced".
If I were to hold a Stalker RPG -themed movie night
right now, I would probably start with selected scenes
from Tarkovsky's Stalker and a creative
discussion about them. Then we would continue with Ugly
Swans, Eden Log and Outpost, while drinking
vodka and eating sausages. I hope we can add Travolta's Roadside
Picnic to the list when (and if) it comes out.
18-Jan-2009:
Nothing Ever Happens
Sometimes it feels like nothing important ever happens
anymore.
My next public appearance will be at Tracon
(February 7th, Tampere) in a panel discussing copyright
issues with some other people and sponsored by the Pirate
Party (Piraattipuolue in Finnish). For the record, while
I think a lot of stupid shit is happening in the name of
the copyright law, I would not give up the concept
entirely. Created works are property of their creator and
the creator deserves compensation for their use. However,
the present protection time of lifetime + 75 years is
complete nonsense. I'd like a protection time of 25 years
and I can accept the author's lifetime as a benchmark.
Anything beyond that is just Disney-inspired bullshit. I
have to make a will that releases all my works into
public domain when I die.
Oh yes, Tracon. We will no doubt trip over small
cosplayers again but apart from that I've always liked
Tracon as an event. It's small, eager, not too much
program and plenty of stuff for sale. Then again, I am
going to London in March so maybe I should be saving my
money. Anyways, looking at the programme
chart, I think it would be nice to see the "web
roleplaying panel", "suomalainen
roolipelikulttuuri" (if nothing else, I can throw
rotten tomatoes), Miska's ENOC/RTP presentation and...
what the hell? The panel I am supposed to attend is not
listed? Okay, I honestly don't know what is going on with
that one but maybe someone will tell me in due time. Then
there is the workshop for turning your favourite Anime
(which in my case would be the Ghost in the Shell: SAC)
into a roleplaying game, organised by the infamous Eero
Tuovinen himself. I can't cope with three hours of Forge
and Eero has yet to impress me as an RPG designer but
then again, he is making an effort to link the
roleplaying and animefan communities. That in itself is a
very worthy goal. I hope he pulls it off and does not
confuse anybody too badly. Actually, it is from somewhere
between a disgrace and a fuck-up that Anime/RPG
crossovers haven't been the primary focus of Tracon ever
since the anime theme was first included. For example,
Mike Pohjola has written at least one published manga
comic already.
Speaking of Mike, he
noted in his blog that Stalker RPG had been
selected as one of the art experiences of 2008 and
wondered if I am still irritated when roleplaying games
are discussed as art. I already replied to him but for
the sake of clarity, Helsingin Sanomat listed Stalker RPG
as one of the cultural experiences of 2008, with
the word "art" nowhere in sight. As I've said
before, I do entertainment. If somebody finds art in it,
that's their problem, not mine. However, since both art
and entertainment are culture, Helsingin Sanomat
got its categories straight anyway.
I just received a long letter from a Mobsters fan in
Australia. It was one of the longest fan mails I've
received but he basically wanted to show his appreciation
for the game and the overall design. He also expressed
wishes to see the game in printed format some day. That
is unlikely to happen, although Alter Ego once published
a small print run of Mobsters as a special issue of their
Alterations fanzine. He has somewhat better odds of
getting his hands on the Deluxe Edition sometime in the
future, because I still have the files on my hard drive.
There have also been quiet calls for a re-print of, out
of all things, Miekkamies. I don't think I have
the files anymore (I think it was done with WordPerfect
5) but of course the pages could be scanned somewhere.
Anyway, if someone wants to put together a collection of
early Finnish roleplaying games and include it in there,
come talk to me.
P.S.
Did you know that Mobsters is 11 years old now? And
that in next December, Praedor turns 9? And Burger Games
turns 12 in a couple of months. Taiga is 14 years old. As
for this blog, it turned 5 on September 27th, last year.
Yet it feels like all that happened yesterday.
10-Jan-2009:
Oh Dear
Declaring something or other the best ever is often
the fastest way to cause a row within the related scene.
Apparently this holds true even when everybody more or
less agrees on the choice. Lacking a bone drill I failed
to get my point across but the entire exchange is here
(in Finnish). Read through, contribute and wonder how can
anyone be ever entitled to an opinion again. Collateral damage has already
spread
outside the forum but I think the lesson here is that
whatever you mean does not really matter in comparison
with what you are saying. Oh well, life goes on
and they would not be the Forge Fans if they did not have
their feet in their mouths. I wonder how the rest of the
progressive roleplaying community is doing? Theory buffs
haven't said anything really stupid since Ropecon'07 and
me and Jiituomas almost get along these days. I've
seriously contemplated attending Solmukohta one of these
years. It would probably come to blows if I did but at
least I could claim to have been open-minded.
I really thought the
passage about a scene guy lamenting the wilting of
roleplaying hobby referred to me. After all, no one
else in the potential "scene guy" community is
doing it. The last time we discussed this, Mike said that
the
hobby has never been so popular as it is now. And
Eero has, on numerous occasions, declared that the hobby
is on the treshold of a revolution and a leap into a new,
brighter future (which is spearheaded by the Forgers,
obviously). I really wish there were transcriptions of
panels I could refer to. I also wish I could share their
optimism, although intuitively I feel like the shrinking
of the hobby has been slowing down lately. At the
grassroots level, playing roleplaying games is a cheap
and easy hobby for the creatively inclined. Sure we've
lost a lot of audience to the MMORPGs but maybe some of
them are slowly coming back. It would not be enough to
keep a high-cost monster like D&D afloat but we small
guys, can cope with anything.
In other news, just as my Stalker campaign is finally
(but slowly) getting underway, I may have to concede that
the Stalker supplement is not happening. I've been
waiting on my volunteer supplement artist for almost a
year now but I can guess his dayjob has put more than he
can handle on his plate already. So all that stuff is now
officially postponed into the indefinite future. Even so,
here is some new stuff for you:
Toni Åman made this official emblem for the Institute
and as far as I am concerned, it is henceforth canon:
Toni has also made this
nifty Google Earth
tool with the French Zone data from the rulebook already
filled in. I may have published this here before but it
was so cool it won't hurt anybody to do it again. The
zone may be a little off here and there along the edges
because there are ever so slight differences between my
2D maps and Google Earth's true 3D depiction of the area.
Kalle Marjola dropped by. We discussed Syndicate VI
and watched a couple of suitably themed movies. We also
more or less agreed on the setting, or basically the part
of the overall setting we are focusing on in the
"rulebook". I have a secret and perverse plan
of making our stuff more or less compatible with Kolmas
Orleans, even if it is about a completely different part
of the world. I am keeping my hands off the system but
that does not stop me from debating it with Kalle. His
choices and goals are clearly different from mine, so the
end result should be something very interesting. And
while we are getting old and he has a kid and all, I
could feel a lot of pent-up creative energy inside him.
That is a feeling I am very familiar with and believe me,
it can be very relaxing to let it all out. For him
writing Syndicate VI might be just what the doctor
ordered. For me it is a bit more laborous since I have so
much more on the drawing board. But still, I hope that I
can reveal more detail about the S:VI setting sometime
soonish. We are in the final stages of the concepting
phase but it won't last forever.
06-Jan-2009:
The Best Finnish RPG
This is from today's Helsingin Sanomat, as part of an
article listing the most important culture events of
2008:
I am Ville Vuorela and I
approve this message. Very flattering indeed. Freely
translated, the article goes somewhat like below but
there really isn't a good English translation for
"elämys":
STALKER IS THE BEST FINNISH
ROLEPLAYING GAME
It is a marvelous skill, taking a
film or a book and creating a living world around them.
Then you go and write a book about that enables other
people to create such a world as well. Ville
Vuorela did it, using the Strugatskis'
novel Roadside Picnic
(1972) and the film Stalker,
directed by Andrei Tarkovsky (1979). Stalker is the best
pen-and-paper roleplaying game ever made in Finland and
will provide many, many exciting experiences for years to
come.
04-Dec-2009:
New Year, Old Tricks
New Year came and went just like all the previous
ones. The roleplaying scene, which in my opinion has been
strangely quiet all year, has quieted down even more.
You'd think we're bears, sleeping out the winter. I just
hope that there will be somebody left to wake up when the
spring comes. I am already looking forward to the next
Ropecon. Then we'll see if last year's slump in
attendance was just a fluke or the start of a long
downward slope. Between then and now me and Kalle should
be able to finish Syndicate VI. I also have some hopes of
completing the English translation of Stalker and BTJ
Finland gets the script of my next book finally sorted
out.
I have mixed feelings about the book. It is not really
a novel and it's not really a fact book. An oversized
biographical column like that would be justified if I was
a celebrity. But I am not. While Pelintekijän
käsikirja seems to be winning me more fans and
lecturing calls all the time, its claims are practical
and easily applied or tested. Not so with Pelintekijän
päiväkirja that deals with opinions, impressions
and personal experiences. Sure, I have more than my fair
share of insane stories to tell. But so does everyone
else who has ever worked in this completely mental
industry. Unfortunately Matkailua pelialalla
hasn't progressed for two months but even from the little
there is, I can say everything changes and yet all
remains the same.
Oh well. It was the publisher's idea to write it, so
justification and finding a target audience are their
problems. Not mine.
I've been super-lazy with the Stalker translation.
Early on there was a good sprint but I'd need like nine
more to finish the bloody thing (and then someone who is
both a native speaker and knows a shit about writing has
to work it over with a red pen). In the meantime, lulu.com has gone bananas
with delivery costs so I don't have a plan on how to sell
the damn thing. Oh well, if I were in this business for
the money, I would not be in this business. It's just
like the trainer said at Game Industry Finance Training:
if everybody did things according to a business plan and
a risk analysis, there would have never been a single
rock band. I had hoped that Stalker would inspire fans to
write their own stuff and expand both the rules and
concept but so far it has not really happened. Not
surprising really; the only Finnish RPG that actually had
this effect was Praedor. I wonder how much new stuff
would have come out for the Finnish version of CP2020 if
the Internet had been around during its peak?
Syndicate VI is doing a little better, thank you very
much. And if all goes to hell, at least there is someone
else to share the blame with. The core rules will come
from Neo-Troops
but the real challenge is to extract Kalle's
one-of-a-kind ability to gamemaster red-hot action scenes
and turn it into a set of guidelines and tips on how to
recreate the effect. Whatever the outcome, it will
definitely be a rules-light game, so Phoenix Command fans
can stop holding their breath now. I am hoping to make it
into a 64-page A5-sized booklet like Mobsters. It would
then be released as both a downloadable PDF and an
enhanced convention publication, much like Syndicate 3
thatwas published as a special issue of the Alterations
magazine. My job in the development, besides acting as a
technical writer for Kalle's rules design, is to figure
out the background. There is really not much point in
recreating the same setting over and over again, so I
will go for the "Badlands Europe" vision I
described earlier. Besides, the 64-page format forces me
to keep things short and sweet, which is good. Real good.
Speaking of cyberpunk, I just read "Kolmas
New Orleans" by Touko Kästämä, Ville Takanen
and Emi Maeda. It kicks ass but could use a larger boot.
I like their version of a soft corporate coup in the
former United States (now the Corporate States of
America) and the idea of a no-man's-land in the Caribbean
coast is milk and honey to a "rustpunk" fan
like myself. Central and South America feature
prominently in the setting and personally I would have
moved the focus away from the USA altogether. Maybe there
could be The Free City of Havanna, a wretched hive of
scum and villainy but backed by the political muscle of
non-CSA corporations active in Latin America (now
probably at odds with CSA over the status of Mexico)...
hmm... this is starting to sound like Badlands but what
the fuck do I care: The collapse of law and order in the
no-man's-land along the coast of Gulf of Mexico creates a
soft underbelly through which smugglers, adventurers,
mercenaries and terrorists have easy access into the CSA
mainland, making Havanna the black market capital of
North America. Many of the scenarios consist of securing
your street cred in Havanna and insertions into the CSA
through the Caribbean coast as corporate warfare and the
global underworld are beginning to merge...
Whew. As you can see, that stuff gives off ideas and
THAT is the definition of good source material. There
could be more of it, though. And the supplement is in a
desperate need of a map (both the region and the city).
And finally, the cover image, while stylish, is such a
blatant rip-off of the dude in the cover of CP2020 that
it borders on plagiarism. Tsk tsk.
P.S.
"Piippuhyllyn manifesti", the webcomic
parody of the Finnish RPG scene, is back! "Roolipelikaupunki"
(RPG City) is the mental landscape of the scene and the
setting of our adventures. There are also
location-specific strips (including one
about me) and I expect the list of places to grow in
the near future.
Well, now it is out, the first fan
real fan-made downloadable supplement for Praedor,
complete with colour covers. So all of you still pining
for a Praedor RPG supplement can stop whining now. Not
exactly canon, not exactly balanced and borrowing quite a
bit from D&D (which has contributed to some rather
interesting choices concerning magic), Sotamestarin
kirja is nevertheless a great feat to complete.
Kudos to the author. I won't be using it, just like I
won't be using any other rules material that did not get
into Praedor 1.1. (and I am too old for random
encounters). But you are not me and your Jaconia may
vary.
Another new revelation of the Christmas holidays was Tokyo Rain.
Competitive gameplay is always turn-off for Old Skoolers
because it often means the designer has fallen for all
kinds of avant-garde crap regarding the game flow. But
other than that, this is a very interesting project and
probably the next roleplaying game I will buy. Besides,
the website design appeals to me in a big way.
Unfortunately there isn't really that much information on
the actual game and I should probably read some of the
associated novels first.
Oh dear, tomorrow is a working day, isn't it? Although
I will be working from home, I have somehow gotten
accustomed to Christmas holidays stretching until the New
Year. Now the idea of lounging in the living room couch
throughout for two or three days feels very oppressive.
Now that the holidays are effectively over (next Thursday
won't count) I am sad to note that there has been little
progress on Syndicate. Not entirely unexpected, of course
but still... Tokyo Rain website was inspiration in that
regard as well. And there aren't any good cyberpunk RPGs
out there at the moment. No, Shadowrun 4.0 and Cyberpunk
3.0 sure as hell don't qualify.
24-Dec-2008:
Holy Night
Silent night, holy night, or the Great Infidel Holiday
as one of my friends puts it. While the world is piously
making merry, I am thinking about games. I've been
working at CC for an exactly one now month. Being thrown
into it in media res made everything sort of
fall down on me at first but now that's close to being
sorted out. Getting to do actual product development on
new projects instead of busily wrapping up old cases is
the tell-tale sign of that. Also, getting used to a
corporate culture where a small central office manages a
network of work-at-homes all over the globe took some
getting used to. This approach has its problems, for
sure. But CC has also been getting results out of it. It
is a very interesting and cost-effective model when teams
are small and product development cycles are short. I am
not saying it could not be done better but it could not
be done a lot better, if you catch my drift.
Casual Continent does many things but one thing they are
running as their own is Peliakatemia,
a portal of casual brain-training games and a virtual
world for young (read: pre-Habbo) children. I guess it is
not a secret with all the banner ads floating around.
Now, while casual games design is actually simple and
straightforward once you have a solid concept, overseeing
the development of a portal/virtual playground is not.
You may find this surprising but I actually like Peliakatemia
quite a bit. Firstly, the casual games are quick, easy
and intuitive, just like casual games ought to be. The
clear categorization into different talents each game is
supposed to develop acts as a bonus reward. Maybe it is
just an instinct from the school days but it feels like
passing exams with flying colours all over again. Then
there is the look & feel, with graphics designed by
my former designer colleague Lauri Konttori from Rovio
Mobile. The style is fit for kids, no question about
that. But unlike your usual kawaii, this stuff flies for
adults as well. There is an edge to it, a mischievous
twist that makes the pictures fit for both Pikku
kakkonen (kid's TV show) and Pahkasika (now
extinct nasty humour magazine). Just look at the
pigs!
Ingenius! And there is a logic behind it all. I just went
to see Madagascar 2 (the CG animation film) and
was positively surprised. The first Madagascar
did not really impress me and I almost skipped this one.
I am glad that I didn't, since they really turned things
around. They made the same correct choice that Lauri did:
humouring adults. For example, monkeys might be doing
funny stuff in the background and little kids are having
the time of their life. On the forefront, monkey leaders
are making adult parody about the role of unions in the
US automobile industry and I (aged 35) almost fell out of
my chair when laughing triggered a bad coughing fit. The
movie producer knew that 95% of the kids going to see
Madagascar 2 will have one or both parents with them.
Just like when a kid asks his or her parents to help open
a Peliakatemia account, 95% will check out the site first
(I am sorely disappointed if they don't). If you hook the
parents, the kids will follow. After all, who paid the
tickets?
In other news (or not exactly news but random
musings), science fiction tends to reflect contemporary
trends and events of the time it was written. There is
nothing inherently wrong about this: authors are not
prophets and inspirations come from the present world. I
am no exception and having watched an awful lot of news
lately, I did some rethinking for Syndicate VI. The
result? Scratch the existing intro, enter Badlands.
Honestly, our world got financially fucked in an
incredibly short time and globalisation made the crisis
global as well. This is the closest the world has come to
losing faith in the value of currency as opposed to
direct goods. So far, only a few western currencies have
made it to the hit list but it is something that Badlands
was always going to extrapolate on. I had not given much
thought to rest of the world in the Badlands scenario but
now that I did, it is beginning to look like Syndicate VI
around the year 2048. Perhaps these brands could be
linked since they definitely inspire one another?
At least that would solve one of my pet hates about
scifi roleplaying games: pricing the equipment. In
Badlands, all faith in paper currencies has bottomed out.
Euro has reached parity with the Zimbabwean dollar and a
pack of seaweed cigarettes costs 500 million. All (and I
mean *all*, although corps have found their stock to be
useful item of exchange in large-scale transactions)
trade is based on barter. You can't buy even a soy dog
unless you have something to trade in: ammunition, drugs,
trinkets, cheap electronics... In Badlands, ammunition
works fine as cash. Up in Europe, things can be a lot
more complicated. All sorts ID-verified coupons and
vouchers will probably form the basis of legal trade,
while the black market runs on anything from scrap metal
to scavenged cybertech.
I hate writing future timelines. They always get
fucked up by real history, are not that relevant to
gameplay and have the same problem as all other
historical interpretations: they are limited to
somebody's point of view of what counts as interesting.
It hate reading them, I hate writing them and I will
forever regret including those in both Miekkamies and
Taiga, even if the former has nothing to do with the real
world. The way it was done in Praedor, describing
historical periods as opposed to events, is as close to a
historical timeline that I am willing to go. Syndicate VI
and Badlands both happen in the current historical period
(which began this August, to be precise), so I think the
timeline is unnecessary. The gamemaster needs to know
what is going on in the focus area of the game and some
root causes he can use to build up his own conspiracies.
As for the rest, who cares? In SciFi, I actually like to
use some kind of a reset-point where history and culture
got somehow restarted. This is, of course, very easy in
post-holocaust but I find it handy in other sub-genres as
well. Syndicate VI occurs a little too soon for that.
Then again, maybe today is the reset
point.
All of you who have been asking for a Praedor
supplement, rejoice! Sotamestarin kirja v1.22 is
here and I did not lift a finger. On the other hand,
neither did the staff at either majatalo.org or
roolipelit.net, so you can't get it yet even though the
author swears the pdf has been sent to them. Oh well,
I'll guess we'll get back to you on that when the bloody
thing actually is available. Also, I have been awarded
the Superior
Scribbler Award for my blog by Nitessine. It
is a
viral recognition for extreme blogging that
recipients can be proud of, IF they can
name 5 other bloggers who should receive it was well.
This is somewhat counter-productive since most people I
know read only one or two blogs, let alone five. Don't
this mean that pretty much every blog in the world will
be Scribbler-certified in the near future?
Rules of this game:
- Each Superior Scribbler must in turn pass The
Award on to 5 most-deserving Bloggy
Friends.
- Each Superior Scribbler must link to the author
& the name of the blog from whom he/she has
received The Award.
- Each Superior Scribbler must display The Award on
his/her blog, and link to This
Post, which explains The Award.
- Each Blogger who wins The Superior Scribbler
Award must visit this post and add his/her name
to the Mr. Linky List. That way, we'll be able to
keep up-to-date on everyone who receives This
Prestigious Honor!
- Each Superior Scribbler must post these rules on
his/her blog.
Oh, fuck off with your rules already...
This is the award (shamelessly lifted off from Nitessine's Blog):
And the 5 blogs I check on most regularly are:
I guess they'd be my awardees, then.
21-Dec-2008:
Piece of Mind
I wanted to finish off the piece of intro I started
for Taiga 2.0. This is how it came out for now. The first
part was a sort of "the world at large" thing
and in this second part we go into the specifics. I just
wish I could have saved the part about gangs last. While
the original Taiga emphasizes the role of roadgangs that
basically correspond to Mongol raiding parties, gangs in
Taiga 2.0 are the adventurer groups. They have a name, a
tag, maybe a common style and ideology... I don't know
enough about gang culture to really bring it out in this
intro but Taiga 2.0 would be about roleplaying members of
these small gangs that are each doing their own thing, be
it working as mercenaries for the organised crime,
raiding government transportation for high-tech goods, or
touring bartertowns and the more open townships as rock
musicians. I think this would encourage a more varied
gameplay and enable the same kind of tight character
focus that I like in my games. But really, the whole
thing is still very much thoughts-in-process. After all,
a cyberpunk/postholocaust-themed roleplaying game with a
strict gang focus sounds a bit too Indie for me. (Takes a
look STALKER). Then again, maybe not.
I know why youre here. EUEG got south locked
pretty tight but this is the frontier. There are lots of
fugitives out here. Hell, I think I am on the government
hit list too for some very old sins. They could crack
down on us if they really wanted to but it would be too
expensive. Besides, theyd rather have the
malcontents here than in the heartland.
The big cities, on local scale anyway, are well and truly
theirs. Citizens live in walled-off lots and for them not
much has changed as long as you keep your ambitions in
check. Then theres proles, non-citizens with worker
visas who live in the patrolled neighbourhoods of the
Central Sectors. Labourer visas, shitty jobs, few perks
and citizen assholes for a boss.
Because the proles are there, there is some power and
infra in the Free Zones too. The government likes to keep
the main streets clean but everything beyond that is
underworld. It is not as bad as it sounds and citizens
come over to let out some steam. Accidents happen but
organisatziya likes happy customers and dislikes
troublemakers, if you get my drift.
Slums.. now thats where things get interesting. You
got all these concrete block suburbs that havent
had power or water for over a decade. Populated by a
mixture of refugees, vagrants and local relics of the
famine. At best, they are tight-knit communities with
some kind of craft or trade. More often, they are
hellholes of rats, plague and desperation.
Of course, big cities are few and far between. Most of
Taiga is just wilderness or returning to it, especially
in the north where it was going long before the Famine.
Civilisation up here depends on the roads and waterways
leading north and east, all the way to the Arctic Sea.
Assuming you have any need for a civilisation, that is.
The closest thing to a society are the Townships.
Theyre like small states. You got a community, you
got leaders, laws and a militia to keep them. They
survived the Famine by pulling together and shunning
outsiders. For good or bad, theyve been that way
ever since. And theres many of them. All different.
And all same.
Then youve got these Bartertowns. They have sort of
sprung up from nothing, being in the right places. Some
people do live here but most are visitors, like caravan
traders from nearby townships, or gangers, loners, rebels
and loonies from the road. This is neutral turf and the
market peace is enforced collectively. You saw the tree,
didnt you?
Oh yes. The gangs. Theyre the other half of the
coin, living on roads or water, moving between the
bartertowns and whatever else they need. Raiders,
smugglers, rebels, mercs and bounty hunters, outcasts
from townships and fugitives from the cities. To try to
survive out here you must be either tough or stupid or if
you band together, odds improve.
Not everyone plays by the rules. Bandits wont think
twice about disrupting the market peace and the mercenary
gangs the EUEG uses up north are even worse. There are
slave-traders and nasty cults. And if you deal with spies
from either side you are well and truly fucked. Some
places are plain no-go. Secret bases. Test sites.
Biohazards.
Nobody really knows whats out there. Theres
talk of tribes, survivors of the Famine going first
mental and then primitive in the woods. There are tales
of fields littered with bones that whisper with the
voices of the dead. Or animals with features of humans
lost in the woods. Weird shit. I dont believe any
of that but I keep this wooden hippo with me.
Just in case.
17-Dec-2008:
Power Fantasies
...no, for the life of me, I cannot see Elric the
Melnibonean as a champion for democracy. A bitterly
disappointed super-powered nihilistic vagrant, yes. A
champion for democracy, no. As for the rest of the
conversation you
can read it here and draw your own conclusions.
People get upset if I comment on forum discussions here,
so I'll focus on a self-analysis regarding my own
fictious characters instead.
I've written more than a few stories in my lifetime,
the best known being of course Vanha Koira, a collection
of short stories that form two major story arcs in the
novel by the same name. I use the same formula for all my
novel characters that I use for determining the role of
player characters in a roleplaying game setting. To put
it simply, they are more-powerful-than-average
individuals that exist and operate outside and beyond the
prevailing society and social norms of their respective
settings. Conflict between the adventuring lifestyle
(which in modern world would be considered at least
borderline criminal) and the norms, expectations and
roles within the society drive much of the drama.
Stenros noted in Roolipelaaja magazine that a desire
to get out of the society is a prevailing theme in my
games. I guess its true. Especially now that I have been
active in Electronic Frontier Finland, I am so utterly
sick of all the bullshit that is being pushed down our
throats by the establishment. And even more so of the
apathy (or Stockholm's Syndrome) with which most people
accept or even support it. Lex Karpela, Lex Nokia,
electoral funding fraud, censorship, Treaty of Lisbon and
all that crap. We don't have a dictator yet but we sure
are giving him the tools of the trade. And don't
get me started on the shortcomings of democracy.
My characters have a way out of all that crap. If the
world does not want to be saved, they can tell it to go
hang and press pedal to the metal. Vanha Koira climbs
onto his less-than-noble steed and rides off into the
sunset. Jacob Monke hitchhikes his way back to Toulouse
and wipes his ass with the international law. Arkangel
takes to the roads of Taiga and all the government can do
is pay bounties on the heads she brings back. Of course,
they all live in worlds much worse than mine but they are
strong enough to cope, or even make an impression. As for
myself, I live a fucking middle-class life in a fucking
wellfare state and can't cope even with the fucking alarm
clock in the morning or my fucking diet in the afternoon.
I think I can see a pattern here.
Oh well, at least Vanha Koira has ample gut and grey
hair, Monke is a wanted criminal with so many enemies
that paranoia is just common sense and Arkangel is
borderline crazy from what she is seeing with her
"blind eye". Frailty makes us human. I should
know; I really need new glasses.
By the way, a great gig by Motörhead tonight. Best of
the three I've seen so far even if it took hours for my
ears to stop ringing. I used earplugs most of the time
but I can't listen to Just
Because You've Got the Power Doesn't Mean You've Got the
Right with the earplugs on. I can't. I am not
allowed to.
14-Dec-2008:
Geeks, isn't it vice versa?
I ran into one more geekiness test
and while the test itself was unremarkable, it got me
thinking: Where does this idea of geeks having a bleak
future/being alone/not making it in life comes from? Is
there something wrong with my definition of a geek? I am
a self-professed geek and scored pretty well on that
card. Most people I know or count among friends are
geeks, or at least share similar interests, concerns and
to some extent lifestyle. Now that the average age in my
social circles is well past 30, let's look at the
scoreboard of Life:
- Highly educated, at least the
most of us. Even those who have pushed their
graduation onward for years and years have enough
study points to choke a small town and have
excellent general education.
- Well-employed. Yeah, we tend to
have jobs. Actually, we have THE jobs. While not
all tasks are equal, sometimes it feels like
everybody else is shovelling shit compared to us.
Those geeks who are not employed are usually so
because of some medical condition and cannot be
blamed for that. As for myself, every now and
then something happens to remind me and I am
actually doing the job that virtually every geek
detractor in the world daydreams about. It is not
always what it is cracked up to be but I plan to
do it for the rest of my life, thankyouverymuch.
- Standard of living is usually
comfortable and accommodating of our hobbies and
interests.
- Creative. Yes, we have vivid
imaginations. Yes, some of us make our living
from it. And yes, it may appear childish at times
but I would not trade mine for yours for a
billion dollars. If I did, I would not know what
to do with all the money. Drinking beer and
watching hockey for a billion dollars' worth is
still not a good trade.
- Superb IT skills, be it
programming, applying computers and applications
to productive use or keeping IT projects under
control (and in the budget). What other skills
would be be as important?
- Social skills are a requirement
for forming a sub-culture in the first place.
People who think geeks have poor social skills
have yet to understand that geeks fucking
invented e-communication in all its myriad forms.
Now why the hell would we do that if we were not
social and had common interests to talk about?
Our social networks, both in and off the net are
huge and overlapping to a great extent. We are
fun, hospitable, generous and compassionate to
our friends' troubles.
- Families. For some reason,
detractors assume geeks are virgins. But most of
us are in relationships with geeks of the
opposite sex (surprised?) and from the looks of
it, many are breeding like rabbits. There is no
shortage of company or social events. And if you
have hard time finding company, roleplaying games
*are* a social hobby by definition and the
e-communication channels we invented will quickly
help you find people to play with. As for myself,
I am living with my girlfriend in our own
apartment. And yes, we are communicating over IRC
right now.
- Travelled. We've seen things you
people would not believe. And I am not talking
about attack ships on fire off the shoulder of
Orion, or C-beams glittering in the dark near the
Tannhäuser Gate.
- Achievements. Oh yes. If I cop
it, there will be something more left behind than
my carbon footprint. Surprisingly many of us can
say the same.
- Activism. We are all active in
politics, privacy issues, censorship or
intellectual property rights debates, charities
and simply keeping tabs on world events. Of
course, this is "masinointia" because
we are not always thinking the way the
establishment would want us to think. Many of us
are or have been also busy organising events and
longevity for our hobby interests. Ropecon is a
big thing when it is on your CV.
So there. Why the hell would our future be dark? Geek
Pride!
11-Dec-2008:
Peacemongers
Ex-president Martti Ahtisaari got his Nobel Peace
Price yesterday but it wasn't official. By today, it has
been challenged by the Swedes who accuse the Nobel
Committee for breaking the rules of the award, and
outright condemned by Pravda in Russia, who accuse
Ahtisaari of being a warmonger and the agent of the West.
Well, NOW the prize is official. Nobel
Peace Prize has to make somebody angry. If it doesn't,
recipient was a wrong call and did not really change
anything in the world. You can think what you want about
Kosovo (and I think it was a stupid move) but the fact
remains that there is more peace in the world because of
Ahtisaari, not less. And if it annoys the usual bad guys,
namely Sweden and Russia, all the better. I did not like
Ahtisaari as a president but that obviously wasn't his
forte.
Speaking of bad guys, there is a thread
at majatalo.org discussing roleplaying modern criminals
and organised crime. I've never written a game about
modern criminals as such, although Stalker comes pretty
damn close at times. Even so, its personalities are
closer to Raid than Godfather.
However, I have written a roleplaying-game about the
old bad guys and the Godfathers of the Prohibition-era US
of A: Mobsters. Believe or not, Mobsters is 10
years old now, having come out in 1998. It has been
downloaded more than a million times and I still get
occasional fan mail for it from the darnest places, like
Brazil or Japan. Out in the world, if people are talking
about classic gangster RPGs, they usually mention
Mobsters among the top-3. All this for a 32-page, freely
downloadable PDF game. I guess it hit the right niche
back in the day. The only distributed paper version of
Mobsters that I know of was the Alterations-magazine
special edition. Of course, the whole layout aims for
paper distribution. Print it out on both sides, put
staples in the middle, fold and voila! You've got a
64-page rules booklet and I have always been amazed at
how much information you can pack into something that
small.
Mobsters has three parts. First is the then-iteration
of the Scorpio system from back when I still believed you
could do something sensible with just two dice. It works,
by and large, but I would not do that anymore. In any
case, tightly packed character creation system was
followed with a couple of pages on skills and combat (the
weapon damages are too low but otherwise the combat
system works very well). The third part was a fictionized
description of New Orleans, every bit as wild a gangster
city as Chicago but frequently overlooked in contemporary
gangster lore. In retrospect, I should have named it Jazz
City and made it completely fictional from the start. But
New Orleans it is. The most unusual part is in the
middle, as part of the gamemaster rules. It is basically
a resource/risk management boardgame of controlling and
expanding a crime empire, that also generates short
roleplaying scenarios in the form of problems the
characters have to resolve. Usually this is involves
violence and intrigue, as befits the American gangster
mythos.
To make real use of this, you'd need a campaign that
is played fairly often and regularly but still lasts for
years. The rise (and possible fall) of an entire criminal
empire in the span of a roleplaying campaign! Now that's
ambitious, especially for a 64-page self-printed booklet.
Of course, at the time I had just ran the same Elric!
campaign for four years and thought nothing of it. These
days, when I hardly have time and energy to run anything
at all, I make a point being able to chop up content up
into small, manageable and easily palatable pieces. Like
they were episodes of a TV show, where every episode is a
miniature story. Together, the episodes can form
something big and epic but it is not required and I have
kind of lost faith in the continuity of my roleplaying
campaigns.
Mobsters was so popular that at some point I planned
on expanding the franchise. There was Mobsters Deluxe,
which is actually almost complete with 200+ pages. And
then there was this idea of "Banana Men", mercs
and adventurers in the late 20's/early 30's, trying to
strike it big in troublespots ranging from the Banana
Republics of South America (where the name comes from,
usually referring to an American mercenary), to Shanghai,
which definitely was one of the most interesting places
of the era. I never actually ran Mobsters in New Orleans.
My two great gangster adventures took place in Helsinki
and Shanghai, using Mobster rules. And in any case, all
plans were shelved when the opportunity to really work on
Praedor arose later that year.
In other news, EFFI won the
court case over whether or not the voluntary
contributions received through its website were legal. It
was a stupid case anyway but for some reason the district
attorney was very persistent. Having already lost in the
lower court the DA appealed for a retrial at the high
court but now he has lost there too. Let's see if he is
crazy enough to take it to the supreme court. A ruling
against EFFI would have condemned every independent
organisation and aspiring political party that has ever
stuck its toes into the murky waters of the Internet.
Then again, maybe that was the goal?
09-Dec-2008:
You Look Like How I Feel
I was blindsided with a cough and mild fever this
morning. Fortunately the company I work for is home-work
enabled, so I packed up my laptop and brought it home. I
have learned that the trick is to never use your personal
computer for work stuff. That thing is loaded with games
and social applications. Instead, you settle down into a
couch in the living room, keep the laptop in front of you
and focus. It works so well I am thinking about getting
two desktop computers at home, one for games and one for
projects. Being on a hiatus from World of Warcraft is
also making things easier. I got to level 63 with my main
character but I have to keep a break now. Besides, the
storylines in the Burning Crusade are not very
interesting and I am so not turned on by grinding just
for loot and XP. Maybe Lich King brings back the epic
appeal. We'll see.
On a better note, I wrote an intro for Syndicate VI,
should it ever actually materialise. One of the hardest
things in RPG writing is to get started and my games
usually start with some kind of an intro, explaining the
setting and the characters' role in it. It may or may not
make it into the rulebook but it is a kind of creative
foundation I build on. I don't expect this intro to
actually survive. Syndicate is Kalle's game, not mine.
But I hope it becomes a point of discussion and inspires
him to move forward with the game. Ultimately, the
setting must come from him. I can flesh it out but only
after he has given me the skeleton. What we have now is
nothing. A daydream. A shadow. But it is good for me to
keep my rpg-setting design muscles in tone. I am
currently working on a very different kind of game
design, both at work and at home.
But you never
know.
Meanwhile, the
merits and hindrances of dice-based randomization are
being discussed in the Stalker-thread at majatalo.org.
I am kind of fed up with the topic by but I guess I
should be grateful. When Amber came out, some people
claimed it was not a game at all because it did not have
any dice. At least no-one has tried to pull that shit off
with Stalker. By the way, Stalker (and Taiga) will soon
be available from Fantasialinna
in Seinäjoki. Burger Games has more retailers than ever
before.
02-Dec-2008:
The Black Box
Yay! It is winter and southern Finland is officially
in the Black Box again. It is dark almost all day round,
the cloudy skies hang low so you wouldn't even know the
sky is there if it didn't drop rain or drizzle on you all
the time. Snow has come and gone and meteorologists are
guessing that the sea won't freeze this year either. And
that sucks because it is not the cold that's biting my
face when out there. It's the moisture and the only way
cut that off is to put a cap on the sea. I celebrated the
end of Autumn with a combined birthday bash of myself, my
girlfriend and two other friends. These parties are not
so rowdy anymore since so many of our friends have kids
to watch over. But it was a good evening anyway and I am
prepare to stand the nasty little buggerss if it helps me
to see my friends. And it is a problem that time will fix
anyway.
I am bubbling with dark future ideas. I already got a
couple of emails asking that I continue the setting
description of Taiga 2.0. Then at the party I met Kalle
"rpr" Marjola, the one guy I look up to when it
comes roleplaying game design. We talked about possible
future developments for his by now ancient warhorse
"Syndicate".
That'd be kind of old school cyberpunk in the Deus Ex
vein but then again, isn't Old School my middle name? I
hope something comes out of it because Kalle is also an
expert in designing game rules and methods that are easy
for first-timers to pick up. Then we had to grab the
Cyberpunk 3.0 out of the bookshelf and after browsing it
a little agreed that it was SHIT,
SHIT
and SHIT!
There is not a good cyberpunk roleplaying game out in the
market at all right. By the way, the new
R. Talsorian website seems to have the same effect on
web designers, IT brand managers and usability experts,
that my choice of font in Stalker RPG had on professional
layout editors. I wonder how Talsorian is doing
financially. Their convention
schedule is not too inspiring...
By the way, there was a
rather spirited debate on the role of God in Stalker
sources on majatalo.org. I hope it will continue.
Second week at work. Nothing special has happened
there but as for Finnish game industry as a whole,
there's been a new development: Matkailua
pelialalla. The artist has been around since the
early 90's and his comic is a documentary from 1994 to
2009. They haven't reached my time yet but I had dinner
with "Rape" and "Cai" on Sunday. They
confirmed that everything, every panel, every
character, every single line of ink,
no matter how incredible, bears an uncanny resemblance
real events. They are not saying that the comic is based
on reality. After all, the author vehemently denies this
in the foreword. His original script was 6 pages long.
Since he started, people have told him so much more
horror stories from the past (and present) that it now
stands at 14 pages. Of course, then there is all the
stuff I could tell him about the Finnish mobile game
development scene. I am not even a veteran but that alone
should add about two pages more of unbelievably freaky
things. In short, this comic isthe best insider glimpse
into the industry that you are ever going to get. So use
this opportunity wisely (and give the guy some money in
the process).
The comic is published in a blog entry format and is a
little hard to follow right now. I have tried to sort the
pages out in the links below. I hope this makes it easier
to follow:
Sivut
1-4
Sivut
5-8
Sivut
9-11
Sivu
12
Sivut
13-15
Sivu
16
Sivut
17-19
Sivu
20
Sivut
21-23
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