27-Feb-2011:
And Here We Go Again
http://efemeros.wordpress.com/2011/02/26/tweetin-opetus-roolipelimiljoosta/
I have often wondered if the Forge revolution happened
because some players just had shitty railroading GMs.
Since the players were shy geeks and could not talk with
their GMs, they instead sought to modify rules systems to
get around the whole problem of having to communicate
with each other.
But we were in the business of bashing traditional RPG
settings. In this latest blog entry the writer thinks he
discovered the wheel by introducing a what he thinks is a
dynamic situation into Jaconia (some people seem think he
went off-canon by introducing dragons into the setting
but Jaconia has no canon so deal with it!) and then goes
off about the setting elements of Jaconia being aloof and
static. Normally I would attribute that to either
selective reading or severe dyslexia. However, since the
game has been around for 10 years and he is the only one
with a problem, I
think he must have issues with seeing connections in
general. If this is the case, no wonder reading
traditional setting descriptions sucks. Not to mention
reading books about real-world history or geopolitics.
The setting of Praedor is not up to me, of course.
Petri has the ultimate say as to what goes in and what
comes out but I think there are both referenced and
implied connections right across the board. Unfortunately
Praedor stories have been on a hiatus for a few years now
and Petri always insisted on not having a canon because
he wanted to be able to change anything at a moment's
notice. I do know something of the wider future history
because of our discussions but until they show up as
stories, they are not going to show up in game material.
My own Praedor campaigns over the years have dealt
with an impending civil war within Farrignia (with some
involvement of Holrus), relations between pirate groups
in the Inner Sea and most recently an attempt by the
Court of Farrignia to influence the outcome of a civil
war and a royal fratricide in Selfia. Just like
everything else in the book, the setting consists of
tools the gamemaster can pick up and put back (or even
discard) at his discretion. There are obviously keys and
matching sockets lying around but the blueprint of what
the gamers are going to build cannot come from the
author; at least not in an Old Skool RPG. And as we all
know, those are pretty much the only games worth playing.
After a decade of Praedor, I have been having a break
from fantasy gaming even if Deathwatch is a borderline
case. I am hoping to kick off some more Stalker gaming
once get back from the States later next month.
Curiously, I've had more traction with Stalker/Japan than
with the original Stalker/France setting. I really need
to give the latter another go.
And that concludes the Winter 2011 period for this
blog.
18-Feb-2011:
Insert Rant Here
This is a quote from the website of Playground,
the magazine for Nordic Roleplaying:
The theme of the first issue of Playground is
bleed, the way fictional experiences affect people and
how our lives affect our fictional experiences. What
happens when you fall in love with a videogame character?
When you ask your neighbor to murder you in the name of
art? Is it possible to make a game about a subject like
gang rape? Apart from bleed, we also talk about larp in
Poland, the S&M games of J. Tuomas Harviainen and
getting laid through roleplay.
<Insert rant here>
Frankly, they would not be art geeks if they did not
do art geek things. While I may think they are colossal
morons for wasting their very real talent, I would have
been disappointed if Playground would have been
something other than what it is. I think we all would
have been. Besides, we traditional roleplayers have only
ourselves to blame. These guys are willing to go through
the hassle of putting together a magazine about their
gaming lifestyle. Now gang rapes or getting murdered may
not be our thing but we have just as many fingers and
hours in a day to make our own rag. But it seems we have
all decided to do something else and I am no exception.
So Playground came, saw and conquered. Kudos to
them.
Assembly Winter came and went. I am slightly
bummed that now it is in Helsinki we are not having even
what little seminar programming we had back in Tampere.
On the otherhand, AssW 2011 was a cybersports bonanza! Team
Fortress 2 is my favorite spectator sport after
championship-level soccer, followed closely by the late CoD
4, Counter-Strike Source and finally Starcraft 2.
I would probably like most flashier multiplayer shooters
played in tournament form and have sorely missed CoD 4
tournaments ever since I watched it back in Tampere. But
as a franchise that has a new game coming every year the
Call of Duty can't really become a pro-gamer icon. It is
like you would be replacing soccer with some derivate of
it with every season.
Big thanks to Wabbit and Pararin for
acting as commentators and turning the whole thing into a
genuine sportscast. I only wish it would become regular
thing not tied to any particular event (nudge nudge, wink
wink) and it would, if I had enough money to do something
about it. It is especially important in an obscure sport
where the players can do all sorts of wild things at a
dizzying pace (like Team Fortress 2). Just like all
sports announcing, the announcer must be at least a
couch-level expert in the game and have extensive
background knowledge of the players. It is amazing that
someone would do this and it is doubly amazing that they
would do it so well.
Tthere is nothing happening right now but when there
is, you can follow these guys at http://www.sett.fi/
Go cybersports! Suomi! Suomi! South Korea!
05-Feb-2011:
Häirikkötehdas -arvostelu
"Jiituomas" Harviaisen arvostelu
Häirikkötehtaasta on ilmestynyt Turun yliopiston
ylioppilaskunnan lehdessä ja sen voi lukea täältä.
Olen arvosteluun hyvin tyytyväinen. Harviainen
kommentoi arvosteluaan henkilökohtaisesti kutakuinkin
(ne muista ihan tarkkaa sanamuotoa) näin: "Se on
hyvä kirja, vaikkei olekaan paras kirjasi."
PS.
Ylläolevaa Häirikkötehtaan mainosbanneria saa
levittää pienen köyhän humanistikirjailijan
tukemiseksi tämän uusissa kirjallisissa projekteissa :)
02-Feb-2011:
Häirikkötehtaan lukijoille
Ala-asteesta käytetään nykyisin nimitystä
alakoulu, ja yläasteesta nimitystä yläkoulu. En
tiennyt tuollaisesta mitään, mutta en ruvennut
opettajien opetusmateriaalitarvikkeita julkaisevan
kustantajani kanssa asiasta väittelemään. Kaikki
-asteet on korjattu -kouluiksi, paitsi silloin kun ne
viittaavat paikkojen silloisiin erisnimiin.
Ettäs tiedätte.
01-Feb-2011:
The Simplest Idea
Sometimes the simplest ideas can be the best and they
don't come much simpler than this: the Mad Hermit of the
Finnish RPG scene, Niilo Paasivirta, came up with an
anomaly/artifact/placename generator for Stalker RPG. It
is all in Finnish, unfortunately and so simple it is
almost a joke. But damn! That thing actually works! The
#praedor IRC-channel was beside itself testing it out and
bombarding the channel with the craziest word combos and
ideas of what they could be in the game. It is an instant
idea generator when you are in the proper mindset! Keep
hitting the area names and you suddenly have a Zone map
in your head! Keep hitting the anomaly names and you soon
have enough oddities and artifacts to give every
xenologist in the Institute a bleeding ulcer!
I would say that My Best Roleplaying Game
(well, personally I think it is The Best Roleplaying
Game but the last time I checked I wasn't God) just
got even better thanks to him.
Knock yourself out: http://www.ilmatar.net/~np/rpg/stalker/anomalia.php
And even if you get something that feels stupid or
overtly funny, work with it! I would imagine that many of
the things in the Zone have been named in a rather quick
and coarse fashion (just like Lets-Get-The-Hell-Out-Of-Here
Mountain in Antarctica).
I am currently gamemastering only Deathwatch
but once my Kajak lecture course on Level Design ends in
mid-February, I am adding two more campaigns. One is the
continuation of Stakeru, the Stalker Japan
Campaign in Hokkaido. One is a completely new adventure
in and around Zone France, using all the tricks I've
learned from Atomic Highway, Berlin Zero and the
like since the last time.
31-Jan-2011:
Dancer Update
Kanyah was easy enough to write about. But Arkangel,
that is a whole different story. When Kanyah dives into
the Link, she closes her eyes. And somewhere in the
algorithmic universe of the Link, Arkangel proverbially
opens hers (biological senses are meaningless to a
Link-roaming neural-net AI). To be honest, my original
idea for Arkangel was a bit like Cortana in Halo
games; a companion and advisor that would follow and
assist Kanyah from the Link. And when she would do a
ghost run, her own perspective would switch to that of
Arkangel.
But it (or she?) did not write itself out that way.
Arkangel is nobody's servant and her respect has to be
earned. She acknowledges she is one facet of the entity
commonly referred to as Kanyah but would turn the
argument upside down: Kanyah is her
"meatspace shadow." Two personalities share the
same identity, memory and sense of self. Yet they are
completely different people, living in entirely different
universes. Like a real self and a dream self but which is
which? And although they share even their most intimate
fears and desiders, they have and never will meet. Just
like the heads side of the coin can never face the tails.
But damn it, Arkangel stole the show the moment I
wrote her in!
Sometimes she wished they could meet. Cognition
and memory were a ball of data they were bouncing back
and forth across the Meat/Link boundary. Kanyah would
draw her conclusions and Arkangel her own, even if this
sometimes put them at odds. But they were not rivals in
any sense of the word. Both had self-preservation
instinct towards the Entity. Both sought to improve the
odds, happiness and quality of life for the Entity. The
dreams, desires and secrets of one were intimately known
to the other and frequently shared. But there was always
conflict, just like any person can be conflicted about
important decisions or strong emotions. Having a ghost
avatar just takes that to a whole new level.
I am less happy with my description of her Link run.
The network lit up around her like a spiderweb of
light. It was a constellation of nodes and connections,
oddly symmetrical and asymmetrical at the same time,
floating in a void that seemed to echo the glow of the
network with some strange energy of its own. Already the
load of her processes was dragging the node she was in
down. Warning signals were flashing across the
connections to the nearby nodes and sooner or later the
system would dispatch resources to investigate the
anomaly. The Link was a spiderweb in more ways than one
but she was neither the spider nor the fly. She was a
scorpion intruding on the spiders domain.
It follows the HAX gameplay model closely. Perhaps too
closely. I imagine I will leave it as it is for now and
proceed with the story. There will be more ghost runs in
the future and perhaps better, more creative ways to
describe the experience will emerge. Then I can rewrite
the less satisfactory pieces.
30-Jan-2011:
Damn That Felt Good!
I LOVE it when I actually have
something to write and rant about! Sami will be getting a
box of chocolates from me at the next Ropecon for drying
up my blogging powder. Unfortunately the scene is so
quiet these days it may be quite a while before we get
another bang...
P.S.
I threw together a quick Praedor-style game system for
Berlin Zero (or any other post-holocaust
setting). It is a 10-page untested draft written with
Open Office and certainly not release-worthy, but it is
good enough for my personal use. I thought you might be
interested. Here.
29-Jan-2011:
Fixing Dice Rolls
At pelilauta.fi the usual cast
of fools is debating whether it is okay to fudge dice
rolls if you are a Gamemaster. Of the many calamities
Forge has wrought on our hobby, one of the worst is a
generation of gamers who consider rule systems sacrosanct
and that their rights as players are somehow trod upon if
they are not strictly obeyed. To them, an Old Skool RPG
like Praedor and gamemastering instructions like my usual
toolbox approach (rules system is a tool box;
you pick up a tool when you think it is helpfull and put
it away once you are done) are poison. They actually went
so far this time that Sami
Koponen confessed he only released Efemeros #2, which was
all about Praedor RPG, because he thought the game was
faulty and wanted to fix it.
I have to say there has a been a slight change in my
attitude towards Efemeros #2 since then. In the same
breath Sami also makes a quick comparison between Praedor
and Runequest. It has quite a few real gems, so do check
it out from the previous link. It would be just unfair
for me to repeat them here.
But let's return to the subject of the dice rolls.
There is no one true to way to run a roleplaying game,
even if you yourself think all the other ways than yours
are stupid. However, the opponents of dice fudging
usually base their argument on the idea that a non-Forge
gamemaster is always a slave to the adventure's storyline
and is fudging (Forging?) dice rolls to ensure that the
adventure plays itself out as scripted. I can't speak for
anyone else but as far as I am concerned, I call bullshit
on that.
I am an Old Skool gamemaster. In short, what I say,
goes. Players who feel their rights have been infringed
on can find their own way out.
The "game" is in the interaction between
myself and the players. Sometimes rules are used as tools
to resolve issues but often a decision based on player
actions or the Marjola Crap Die work just as well. I am
not saying I have never fudged my rolls but I usually
work through the interpretation of the results. And if my
interpretation and the rules are at odds, it sucks to be
rules. The purpose of dice rolls or rule mechanics is
less about challenge resolution than it is about creating
interesting situations that nobody could have foreseen.
If I see an opening for an interesting and unseen
situation that could be conducive to roleplaying, I am
going for it, rules be damned. So yes, a hit is a hit but
the consequences are up to me. And if it means I have to
improvise (you know, the mystical art of making shit up
as you go), so be it! In truth, that is what I am in
business for. If I wasn't, I would be playing boardgames
(boredgames?) instead.
FLOW & Stalker proved to me that
quantification of player actions; i.e. allowing some
degree of success in any circumstance is just as good for
creating unforeseen and interesting situations as dice
rolls. Very few actions in Stalker are complete failures;
the player always manages to change something in the
environment creating entirely new challenges, conflicts
or encounters. I know there is a School of Thought that
thinks this is only possible with dice. There is a also a
School of Thought that thinks Earth is flat and sits at
the center of the universe. Sometimes people are just
plain wrong.
Oh, and one final thing. Forgers tend to be in favour
of rotating gamemastership. Apparently they think
gamemastering is an unwelcome chore that one of them must
shoulder for the sake of the others. And to make sure the
experience is as hellish as possible, they have stripped
the gamemaster of his powers. I have been gamemastering
for... 27 years because I like it. And sure, it is great
fun to see a scenario play itself out according to plan.
However, witnessing it crash and burn due to
"interesting situations", whether created by
dice rolls or unexpected player decisions is even more
fun! And I'll be damned before I let some blot of ink on
cellulose to take that away from me!
26-Jan-2011:
Spring In My Heart
It is still January and I have this feeling it has
been the dead of winter for six months now. Snow fell in
early November and it has been cold, dark and miserable
ever since. Today, I slipped on an icy curb for the first
time and banged up me knee. I guess will be limping to
the podium at Educa.
Meanwhile, my cyberpunk novel has apparently written
itself since there are already 25 pages of it and I am
still writing the fucking first chapter! My joke about
400 pages minimum does not seem so unrealistic anymore.
And try as I might, at least this early part is not very
cyberpulpish. While the story is relatively
straigthforward and even "gamey", I am also
using it to introduce new concepts and ideas that are
vital to the setting. I do this by describing their
effects on people and this includes virtual light, ghost
running and various other things. Descriptions have
always been my forte, so there will be a lot of those.
For some reason I can't bring myself to use regular
expressions for dialogue (he said, she said etc.).
Instead, I am describing the circumstances and conclude
the paragraph with something about the person who is just
about to say something. Then I write the spoken lines, up
to five of them and it is for the reader to determine who
says what from the context.
I score really well on the shooting
range!
No shit? Have you ever been shot at?
No!
Okay, heres the plan! Me and the boys
will do the shooting but we cant control
everything! If you see something you dont like,
shoot first and apologize later, okay?
Okay! Bang! Bang! Bang! Two to the chest and
one to the head, right?
If the exchange gets too long, I insert something
descriptive before moving back into dialogue mode.
Jin chewed on the strange-sounding name for a
while and decided it was good enough. It was two
syllables, easy to pronounce and as he had already
guessed pointed towards Malacca Hub. It would be easy to
shout her name as a part of command if and when shit hit
the fan.
Cyberpulp includes a certain amount of technology
porn, or techsploitation. I am having real problems with
it because it tends to turn a paragraph into a car
advertisement. Therefore, my descriptions are low-key and
function-oriented, even when describing something so
awesome as a working power armour:
Young, eager, fidgeting his gun and flexing his
left arm to marvel at the artificial sinews expanding and
contracting between the armor pads. He had even drawn
some crude tattoos on them with a red marker.
I have yet to describe a single gun, referring to them
by their ammo instead: gyrostabilized rockets, nuclear
glass, aerosnake (a self-powered and very accurate
cyberprojectile) and so forth. The first actual battle
still remains to be written. Let's see how that goes.
I have read the first ever review of Häirikkötehdas
(sorry, no link until it has officially come out which
still takes about a month) and it was very positive with
certain reservations. Although I sometimes doubt my
talents, the consensus of my readers tends to be that I
deserve credit for the style, if not always the content.
However, the fact remains that writing in a foreign
language is hard no matter how fluent you are. I don't
really think in English and knowing all the expressions,
symbols and idioms is something a non-native just can't
do.
Besides, every line of text in Dancer so far has been
written at least twice. If I were to turn it into true
cyberpulp, I would have to re-write the whole thing and
probably shorten or summarize things from the earlier
versions. And maybe I am deluding myself and the novel is
a huge turd. Still, I am really enjoying myself. Writing
Dancer has to some extent replaced gaming as a stress
reliever activity. It won't last and my
Fallout-quarantine has probably had something to do with
it.
But still!
17-Jan-2011:
Rovio Mobile, nyt vittu oikeesti!
Translation: "Rovio, for fuck's sake get
real!"
Everybody who has anything to do with games and does
not have his head stuck up so far in his ass that his
ears are covered knows about Angry Birds, right?
But if you just came from another planet, it is a mobile
game by Rovio Mobile which has done everything mobile
game developers dream their games would do. With over 10
million purchases, an unknown number of sponsored
downloads, pad and PC versions and even plushy toys, the
Pissed-off Birds craze has swept the world this Fall and
Winter.
I don't do mobile gaming anymore if I can help it but
when Angry Birds came out on PC by Intell Apps, of course
I had to give it a try. Except that OOPS! Angry Birds on
PC supports only Windows XP and Windows 7! Any attempt to
install it legally on Vista is met by an error pop-up of
the OS not being supported. So I got to keep my five
bucks and Rovio lost the entire Vista install base as a
potential customer segment.
So, does the game have some kind of technical property
that precludes Vista as a platform? Apparently not
because I just miraculously happen to know that a cracked
PC version from a well-known torrent site runs just fine
on Vista! So once more pirates are giving better service
and customer experience than the actual developers.
I've complained about this before but as much as I
love being proved right this time the developer is
fucking it up with my money. As a Rovio Mobile
shareholder I am so pissed I could launch myself through
their studio window with a slingshot! What the hell is
wrong with you people? Did Intel put you up to this? Do
you get bonuses for bad PR? Reading the contract too much
trouble? Somebody there just had to try out his new Vista
blocker? What the hell were you thinking? Oh, you
weren't? Well start!
11-Jan-2011:
Dancer
The old dragonheads back in Serpent City would
throw together a bunch of thugs, dress them in
battlesuits as if that would make them soldiers.
Hed gone into action with these suits so many times
before that they were practically his brothers-in-arms...
As those of you reading my Facebook wall already know,
I began writing a novel set in the HAX universe. And for
the first time ever, I am writing the whole thing in
English. The working title has changed to Dancer.
I lost the version number because that would only make
people ask about Dancer 1.0. Then again, I could call
this Dancer 1.0 and have every chapter be Dancer 1.1,
Dancer 1.2 and so on.
Hmph.
Naming your novels is not as easy as you might think.
Startled, the woman looked up. She had an oval
face with delicate features that just screamed mixed
breed. Probably from somewhere in or around Malacca Hub.
The prospector outfit did not do her any favors but in
the right clothes and some make-up on she could have been
stunning. Jin sighed. This was one of the many little
drawbacks of living in the Wasteland.
Starting to write the novel has had two immediate
positive effects: first, my depression vanished and
stress levels took a nose dive. The day after the first
writing session I was so pumped that I actually managed
to motivate myself to go to the gym again. I just got
back from my second gym session of this season and boy,
I've never had it that easy on a 2nd session before.
Usually the 1st session is easy, the 2nd session is sheer
hell and on the 3rd session you finally get a sense of
how you are actually doing.
Second, and this is the most astonishing thing ever: I
am not sleepy during the day anymore. It is like my
brains had shifted to a higher gear and are slowly
dragging my body along. Oh, I know that it only takes a
single lung inflammation to bring it all crashing down
again but I am going to ride this high for as long as it
lasts.
A lot happened during that century. Crises and
wars over dwindling resources. An eco-lapse bordering on
mass extinction. The true conquest of space and the
founding of early colonies to feed the dying Earth. Then
WorldCrash brought down the Old Order and very nearly the
civilization itself.
Yes, it is not going to be great art or a literary
masterpiece. Just honest cyberpulp with all the cliches,
sex and action I can spare, although I freely admit I am
an amateur when it comes to writing sex scenes.
Actually, I wonder if I should delete all that. I am
meeting the publisher of Häirikkötehdas
tomorrow to discuss how to pimp up me and my book in the Educa
Fair. Will idolizing what basically amounts
to trash literature and sleaze from the 1920's endear me
to a target audience of educators and psychologists?
Okay! Bang! Bang! Bang! Two to the chest and
one to the head, right?
This display brought even more chuckles from the team and
even Jin could not help smiling. Still, he was relieved
to see Kanyah flip the safety back on before packing the
gun away into her tool belt.
06-Jan-2011:
Looks Better Already
Yes, I am a bitter old man and an incurable cynic but
I still can't help being relly excited about the themes
for Ropecon 2011: Heroes and Finnish
Roleplaying (with various interpretations).
This is great news! I have long been obsessed with the
concept of heroes and adventurers in RPG settings (as
evidenced by every fucking RPG I've ever written or even
remotely thought of) and I am actually tempted to give a
presentation on the role and concept of
"heroes" in all my RPGs, starting with Miekkamies
and ending with Berlin Zero. As for promoting
Finnish Roleplaying that is something I thought the
Ropecon was meant for and it is nice to see them take it
seriously for once. As a sugar on top, they specify
Finnish RPGs and RPG authors as sub-themes on their
website and hell yeah! Being part of that scene myself I
am interested in seeing what they come up with.
All in all, I have absolutely nothing to complain
about the Ropecon's focus this year. Must be a first.
With Finncon
2011 having virtual realities as a theme the
Summer of 2011 is already looking great! Now the only
thing I can still wish for is the same kind of weather we
had last year. I know we all melted into small, whiny
puddles of sweat but I said it then and I will say it
again: it was worth it! I think I'll blow all my vacation
time at one go again. 1,5 months of rest and recuperation
sure tasted sweet.
Speaking of vacations, I just booked flights to Boston
in March. It is a corner of the United States I've never
seen before and we have some friends there. Besides, I
get a chance to visit Pax
East, a legendary games convention by these guys and
with an especially Indie-friendly focus. I really wish Wirepunk
would have something to show by then but if we do, it
will be the Closed Beta at best.
*sigh*
I know it is fashionable to say "when it is
done" when you are working in the Finnish games
industry but still... with dayjob issues piling up on the
HAX Core Team and causing us to miss our
self-imposed deadline for the Beta, the New Year's Eve
was one of somber reflection for Wirepunk. So close and
yet so far. My morale is at something of a nadir right
now. But we will recover. We must recover. I will start
writing the HAX novel tomorrow. It won't speed up the
game but will hopefully cheer me up.
Did you hear that the Finnish Army has called me into
a Reservists' Rehearsal in April? The programme seems
light enough, only 5 days with barracks housing at the
Artillery School in Niinisalo, so I am planning to attend
if my lungs hold out. Personally, I consider my wartime
posting in the tank artillery to be a suicide mission but
we are not at war and the doughnuts in Niinisalo used to
be great. I was posted in Parolannummi (which also had
great doughnuts) back in 1993 but did my Combat Equipment
Specialist Training in Niinisalo, gorging on doughnuts
and explosives for two weeks. It was great fun.
01-Jan-2011:
Happy New Year!
So, what's in store for BG in the coming year? Nothing
you could set an exact date to but I do hope three things
will happen before the year is out:
1. Stalker RPG will be released in English.
2. Burger Games publishes the first HAX e-book under a
license from Wirepunk
3. Something will come out of NOMAD
There have been a few false starts already in getting
Stalker RPG translated into English. Now the task has
been assigned again. I can only hope we'll have better
luck this time. And if we do, I have to review the option
of writing a supplement in a new light. If I could do
that in English from the start, it would serve both
audiences. Stalker players in Finland tend to be older
and well-educated people, so the language is not a real
barrier. Note that if we don't get the game translated in
the next year or two, I will stop trying. And that will
be the end of the franchise.
#2 is not as much as a plan as it is one possible
option. I will write a novel this year because A) I am
burning with inspiration for HAX and B) I want to try my
hand in writing fiction again. I also want to write it in
English for both wider audiences and pushing my own
boundaries. I am supposed to be a language expert but I
can hear my skills crumbling away so little (or not so
little) practise will do them good. I can't hope to match
the scientific artistry of Quantum Thief but
cyberpulp, low-brow entertainment in a high-tech dark
future should be within reach. Besides, you know how I
feel about Art and Entertainment: Entertainment rules and
Art is something that may or may not occur because of it.
As for what really happens with the novel is up in the
air. It needs a publisher so that I can apply for grant
money and if nothing or no one else comes forward, Burger
Games will be it. I really want to release it as an
e-book and preferably through the ransom model as
discussed before. Now publishers have within their power
to veto this but Burger Games wont mind and I have really
good connections to the Wirepunk leadership as well.
#3 is something that keeps me awake at night. Should I
write another RPG, no matter how light-weight? Is it the
best possible use of my time? Is it sufficiently
rewarding now that Praedor has satisfied my popular and
Stalker my artistic ambitions as a roleplaying game
author? You all know my views on the state of the RPG
scene, which is something the local scene activists love
to argue about with me... all 5 of them. I don't really
have an answer to that but the next generation authors
are all busy writing their own RPGs to a dwindling
audience of prospective customers they all probably know
by face. My expressive pressure is still there and I've
been tinkering with a Praedor Lite -rules system in my
weaker moments. However, if I publish something I'd like
it to make at least a little splash in the pond I throw
it into.
So that's 2011 in a nutshell.
Oh yes, I've just received a call into a military
excercise at Artillery School in Niinisalo in April.
Barring sudden illnesses of lungs, kidneys or knees, I am
going. It's been 17 years since I last got to fool around
with deadly weapons and high explosives. I think it is
high time to give this Russian Roulette another go.
16-Dec-2010:
I am So Proud...
...to be working in the games industry when I see
something like this.
But as a supporter of the freedom of expression, go
ahead. I assume all the women depicted here were taking
part in it on their own free will. And hopefully paid for
it as well.
I the meantime, the parliament extended Hyvitysmaksu
(an extra tax on the price of item that goes to the
organizations claiming to represent copyright holders) to
external hard drives. Could be worse; practically all
memory-capable devices were on the firing line, including
mobile phones. The big problem for copyright
organizations is that putting a tax on an item because it
can be used something just does not
sound fair. Maybe every knife owner should sit a few days
in jail to compensate for the knife-related murders? I
can afford the cost as such but the principe having to
pay something so fundamentally unfair and stupid is what
bugs me. Hence my membership and half-active
participation in EFFI (Electronic Frontier Finland), even
though I am an author and a copyright holder myself.
Of course, if you ask the artists whether they want to
have less money because something or other is morally
wrong, the answer is obvious. By licensing the license
the experience rather than the product, they have
rationalized that selling a song on a CD that I then copy
onto the computer, to an MP3 player and to a mobile phone
would entitle them to four royalties instead of one. I am
of the opinion that since it is all for my personal use,
they are entitled to the payment once and that's it. Of
course, if Teosto could decide freely, they
would be paid for everyone who happened to be within
earshot when I play the song on any device. Speaking of
copyright organizations, what the heck is up with
Kirjastomaksu (library compensation)? I have written
three books and applied for Kirjastomaksu but they've
always turned my application down. Yet there are hundreds
of copies of my books in libraries all over the place.
Can they do that?
My next book project has remained on planning stage,
first because of Häirikkötehdas and now
because of the Level Design Course I am lecturing
remotely to the game development students at KAJAK. Being
Finns they never give me any feedback and I know
considerably less about level design than game design but
I am doing my best. Most of the aspiring designers there
will end up doing a little bit of everything that says
"design" on the end, just like I do.
However, the course ends in March and there are
already some things I can tell you. The working title is Dancer
2.0 and as you already know, it is a cyberpunk novel
set in the world of HAX. This will be the first time ever
I am going to have a female protagonist in my stories. I
am keeping the nickname I used in my short stories;
Arkangel but otherwise she is a different person. I don't
like writing stories about newbs growing up. Vanha Koira
was anything but and while Arkangel is quite a bit
younger (and prettier), she is, or rather used to be, a
"high-level character".
Unless one of my publishing sector contacts has better
ideas Burger Games will be the publisher, under a license
from Wirepunk. That leaves me free to try the ransoming
model. I will use the first chapter Dance of Shadows
as the sample and start writing. Most likely in English.
You all know how the ransom model (threshold pledge)
works, right? If the ransom is paid, the work is released
electronically for free (read: something the e-book
readers can comfortably access). I will also have a small
print run of hardcopies made, complete with illustrations
by Wirepunk's Lead Artist. That will be the collector's
edition and the only thing I would ever have to sign. At
least I won't be getting a carpal tunnel syndrome.
08-Dec-2010:
Happy Birthday Praedor!
On December 8th, 2000 I spent the better part of the
evening with Matkahuolto as they were trying to track
down a shipment of game books I had ordered from a
printing press in Oulu. The printing company had
neglected to fill in the proper freight logs. We never
found the official paperwork but fortunately the bus
driver who brought the shipment down to Helsinki was
sipping coffee at the next table. He overheard our
conversation and thus my books were found. I lugged three
heavy boxes into Fantasiapelit an hour before the closing
time and every customer in the shop at the time lined up
to buy one. From that moment on, Praedor RPG had
been officially released.
That was 10 years ago to the
day.
Happy Birthday Praedor! You are the most successful
Finnish pen-and-paper roleplaying game ever and one of
the most played ones. Fantasiapelit sold out its initial
lot of 60+ books in three days and the whole shipment of
200 books in about two weeks. Since then the pace has
slowed down a lot but the game still sells about a book a
week, which is more that can be said about most RPGs that
have come and gone through Fantasiapelit over the years.
Today, the total sales stand at slightly over 1000
copies. It still being played and talked about. There are
even LARPs around it every year. It is the reference
point for all prospective RPG authors in this country. I
am a proud daddy :)
Praedor RPG comes from a modern family of two daddies.
Although no sex was involved, it is a brainchild of both
myself and the renowned comic book artist and illustrator
Petri Hiltunen. Petri had just won the Puupäähattu
prize for being so fucking awesome and strangely this
turned into a slow year for him. To pass time and stay in
the spotlight he kept drawing and drawing. Our original
plan of a dozen or so full-page images grew into a
gallery of over a hundred images. We met regularly and I
explained the new content that was coming up. He agreed
on most of it, was frequently flabbergasted at the amount
of information I had extrapolated from both his pictures
and earlier Praedor comics, changed some things and
outright vetoed some others. This included the playable
mages but we agreed on a compromise on the role of
expanded alchemy as a replacement. There was no canon and
still isn't. Petri wants to be able to change anything at
any time any way he wants, just like Old Skool GMs would
do.
All in all, Praedor RPG has over 10K worth of art
inside it. Petri will never make that much back but he
was hard-pressed for jobs at the time. We did not expect
to see any profit and at one point considered the option
of dueling over it should any appear. Fortunately we
agreed on an even split and he later told me that for
years and years, whenever his wallet was about to run
dry, there would be this unexpected "ding" of a
Praedor RPG box being sold. It may have been not enough
to live on but it was enough to make a difference.
One more person to thank for the success of Praedor is
Jukka "Merten" Koskelin, The review in Magus
magazine was positively glowing (okay, 3.5 stars out of
5) and prolonged the initial sales spike considerably.
From what I've heard, Nordic the Incurable was
considerably less impressed but at least admitted it was
functional. The sad truth is that if the excercise were
to be repeated today, there would be no Finnish RPG media
to pick it up. I also have this creeping suspicion that
there are far fewer roleplayers to go around these days
but voicing this opinion in public tends to lead to
heated debates, so no more about that. Personally, I
doubt that the success of Praedor RPG could ever be
repeated. The markets simply aren't there anymore.
Once upon a time they were, back in the days when
Praedors roamed the land in search of loot and danger,
much to the consternation of the new-wave roleplaying
ideologues who began appearing around the same time. Ten
years later Praedor RPG is still going strong. I wonder
where all that new-wave crap has gone?
Happy birthday, Praedor!
P.S.
Efemeros #2 is the unofficial Praedor
world supplement, so stop whining!
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