Thus endeth the winter of 2015. It was a mild winter
with very little snow. There none of the deep freezes
of its last two predecessors and I don't think the
quicksilver ever dipped below -15 centigrade. A warm
winter has its perks but I am a bit sad it ruined what
I typically consider the best part: right now, at the
end of February and the beginning of March. Typically
you have the brightest days, the whitest snows and the
spring Sun is working its magic making everything
sparkle like crazy. And even if it's below freezing,
it isn't too cold for walks and with a dark coat, you
can feel the Sun warming you up... None of that this
year. Just grey sky and wet misery. Judging by the
news, the damn Americans have stolen our winter!
Damn you, CIA!
What have we done to deserve this?
I am learning programming on a web-course. I did do
the Java basics in the University back in 2002 but
couldn't have programmed my way out of a wet paper bag
anymore. This time it's all about Python. While doing
the exercises, I've been applying the things I learned
on a challenge resolution system for a hypothetical
Praedor-themed videogame. So far, I have a system that
asks for your combat skill and the enemy's
corresponding toughness. It then runs a series of 10
combat resolutions and lists me the results. In truth,
the only thing I really copied from Praedor RPG
is the damage rolling mechanic, with open-ended dice
and all. But as you all know, for me the setting is
the game. Rules are only a tool set and can be changed
as the medium and gameplay methodology require.
Still, there is a real programmer looking into the
possibility of an actual Praedor-themed computer game
as we speak. He would probably laugh his ass off if he
saw my code but I need a narrative framework to
practice something on my own. Despite being crap at
coding, I find it surprisingly enjoyable. It is like a
game of detail memorization and logic puzzles, with my
narrative framework and personal goals giving it the
required backstory and victory condition. Is it like
this for everybody? Do the real programmers feel an
addictive pang of pleasure when they get their code to
work, just as if they had defeated a vicious enemy or
solved a wicked puzzle in a videogame? The downside is
that when it doesn't work out, the frustration is
driving me crazy!
In other news, Käärmetanssija is progressing
well, thank you very much for (never) asking. At 230K
characters it is already well past the magical 150K
character limit, which is where a book is born. I hope
to have the script finished before or during summer
and the book out in the fall. Maybe self-published, I
don't know yet. Despite this being my sixth book, I've
never approached publishers with a manuscript before.
Anyway, submitting it to an editor, amateur or
otherwise, will be an interesting experiment. I've
written it as if it had been a continuing story in a
magazine, which has certainly delighted my test
readers. I wonder if the editor will feel the same.
The individual chapters are not really miniature
stories on their own but they do have their own drama
arcs. The body of work as a whole has two overlapping
arcs to it: one of character growth and another one of
the actual adventure. I am also shamelessly (well, not
really, I did ask for permissions) using characters
from my old players and people who have shown their
characters to me for whatever reason.
Käärmetanssija also contains a shitload of
exposition about certain parts of Jaconia, so I have
to run it past Hiltunen before it is published. I
really want his stamp of approval on everything I do
there. Petri has allowed me a pretty free reign in the
past but make no mistake; when he does get
involved, what he says, goes. You all are free to have
your Jaconias all to yourself. I am not and that's
final.
I am having trouble pushing my weight below 140 (yes,
despite dropping, well, 15-17 kilos, my belly is still
so big it bends light). However, thanks to my diet and
frequent exercise, I feel better than in ages. Also my
blood pressure (high pulse, though) is going back
down, which is great because I really screwed it up
this winter with long bouts of illness and
overmedication. Now, if I can't have my beautiful
early March, we should just skip into the full Spring.
Then I could fill in the gaps between my gym days with
my bicycle. And maybe do some BBQ out in the sun!
Here it was, the last entry for winter 2015! See you
in the spring!
17-Feb-2015:
My Personal Jaconia
It suddenly occurred to me that I am not just using
some house rules in my Praedor sessions. There
are also these "house assumptions" about the world
that nobody outside my gaming group really knows. Some
of them were touched upon in my vaunted "Gamemaster's
Jaconia" presentation back in the paleolithic stone
age. But it's been over 10 years since then. Petri has
always insisted that there is no canon to Praedor,
that everybody is free to make what they will of it
(as long as he is accredited for the original idea, or
at least I insist on that). However, as the author of
the RPG and an upcoming second novel, I try to avoid
overt conflicts with the already published material.
Now, this blog entry has not been checked with Petri
or anyone else. It is just about things I've sort of
accepted as the state of things when running the game.
"In Oft, should three meet, two will ally against
the third."
- Old Jaconian proverb
I've treated the city-states as sovereign realms,
perhaps more than they should have been. In my games,
even lowly peasants have a clear idea of what nation
they are part of. Nation-states are actually a pretty
recent way of looking at things but it has made things
easier to relate, for both me and my players. I have
also tried to find something unique and distinct about
every city-state. Selfia is famous for its wines and
feuds between powerful families using the increasingly
senile king as their pawn. Oft is in a low-simmer
civil war, between the King west of Franfar and the
rebellious counts east of the river. Because of a such
clear geographical lineation between them (the river
is a mile wide in places) there are few actual
conflicts but plenty of snarling and intrigue on both
sides. Justia is a major producer of spices (hence the
joke about mustard), Sunia's guild of thieves is
branching out into neighboring states and so forth.
"Unlike most Farrignian high nobility, the Black
Marquis eschews traditional courtly robes and
prefers embroidered tunics, leggings and cloaks cut
in a style most foreign to my eyes."
- From the notes of a Farrignian
court chronicler
I've also made the assumption that while the
city-states began with fairly identical cultures
(apart from Holrus), they've began to diverge since
then. The Sorcerer King -era structures are all tall
and gothic, with impossibly long vertical lines and
narrow arches, with an iconic art-style that has
transferred the sorcerers' robes into statues,
ceremonial court dresses and so on. As you move away
from Farrignia, the influence of this "conservative
style" decreases. Also, Farrignia is like Imperial
China, with heavily centralized government akin to
many oriental states, while Galth, for example,
is my London. Although ruled by a king, the city
itself is in the hands of powerful guilds and
eventually the tug-of-war between the court and the
guilds will either result in a civil war or the
formation of a parliament (or possibly both, as
happened in England).
"The sea of rooftops stretched all
the way to the misty horizon, broken only by the odd
tower or spire."
- Loosely translated from
Snakedancer, a bawdy fable from Galth
Cities are huge, especially up north. A city-state is
defined as a state where a specific hub of population,
commerce and politics completely overshadows all
others. I've gone for Imperial China-level population.
Farrignia pushes one million, the other major capitals
half of that. The next largest center will be half of
the population of the capital, the third largest
quarter of that and so on. Still, the state of
Farrignia is so large, about the size of modern
Germany, that it could easily have multiple hubs. The
authority of the queen does not permit this to happen.
"The statues lining the inside of the wall were so
massive that the tallest tents in the market barely
reached their ankle. Like the wall itself, they
hailed from ancient times, even if their faces had
since then been recut into the stiff likeness of the
first mortal kings."
- Traveller's journal from
Piperia
Although it has been five centuries since the demise
of the Sorcerer Kings, their legacy is very strong.
This has been brought into focus by my interest in
writing rules for witchcraft, i.e. supernatural powers
acquired through demonic possession. Actually, demonic
possession is my go-to explanation for pretty much all
the usual fantasy creatures, like vampires, werewolves
etc. There are also fictitious beasts but monsters
with supernatural powers are demon-based creations,
even if the actual sorcery happened ages ago.
Different Sorcerer Kings had different interests and
this colors the supernatural horrors my adventurers
may encounter in different parts of Jaconia.
"The tower had once been guarded by a mighty
golem. Today, all that remained was its brass hand.
Still, it was the size of a bear and as it stood up
on the tips of its fingers and then charged us over
the tilted floor, I could not help but marvel how
ferocious the whole being must have been."
- From the memoirs of Corin
Barleyhead, an adventuring priest
Remus Thesioporus was a master on the theory of magic
and the science of the supernatural. Hencem he had the
know-how to make and manage the great crystal in
Tulath. Kirel Curarim was a master of conjuring
demons, opening gates and making human-demon hybrids
with varying degrees of success. Arel Hiramon first
turned to monsters, then to undead and finally
magically-powered machines in his increasingly
ferocious war against the Mountain Tribes of the west.
Palak Velador researched the secrets of life itself
and the extremes to which naturally occurring
biological forces could be pushed, and so forth.
"It has been reported to us that the
Count of Girdon has broken Valiar's Law and sold
some of our subjects as slaves to mines somewhere in
our southwestern borderlands. If this turns out to
be true, he shall pay for it with his head, name and
title."
- Queen Liala Mada of Farrignia
All city-states save Holrus worship the memory of
Valiar Mada, the first mortal king ("Ensikuningas
Valiar") and rulers seek to trace their lineage to him
and his generals. As a direct descendant of lately
somewhat convoluted lineage, Farrignia's sovereign
Liala Mada retains at least ceremonial authority over
other dynastic lines and can intervene or judge in
disputes over succession. She avoids this, though,
since it tends to create more enemies than friends.
Her emblem and the coat of arms for Farrignia is the
dragon ouroboros, also used as the logo of Praedor
franchise as a whole. It is based on the original
battle standard of Valiar Mada himself, one of the
most sacred relics of her realm. Other realms use
variations of the same black-and-white theme.
"The God of Kings is mighty indeed but there are
no kings here."
- A beggar defends his faith in
Tiraman
The Church of Artante is my Catholic Church (with an
East Orthodox split regarding Holrus) but there is an
important twist. It represents social stability and a
predetermined hierarchy of power. Mortal kings are
merely the mortal top of a power pyramid that
continues into the afterlife. Favored by knights,
nobles and monarchs, Artante is often referred as the
"God of Kings". Commoners would not dispute his
authority anymore than the tangible authority of their
mortal lords but will happily commit everyday heresies
such as trusting in Artante in questions of law, fate
and afterlife, while trying to appease the elemental
forces of nature personified by Twin Mother. In short,
a peasant woman prays to Artante that her husband
returns from war and to Twin Mother that her cows stay
healthy. And she does not give a rat's ass that
Artantean faith is supposedly monotheistic. Ditto for
the urban poor and thieves who worship Tiraman. To
them, Artante always seems to side with the rich and
powerful. Barbarian nations build their mythologies
around Twin Mother and various ancestral heroes or
spirits (The Lords of the Grey Realm...). Mountain
Tribes in particular despise Artante and all it stands
for. Twin Mother has no coherent dogma, so there is an
enormous variety of local animistic interpretations.
"I am Bodocar, the grandmaster and elder
inquisitor of Artante's Templars. I have neither
predecessors nor successors, for a Templar never
dies. My flesh may wither and be replaced but my
name and vigil are eternal."
- Grandmaster Bodocar of Artante's
Templars
The largest city-states have both lay and religious
chivalric orders which sometimes transcend city-state
boundaries. The oldest of them hail from brotherhoods
of rebels dating back to the followers of Valiar Mada.
For example, I have kind of "Templars" in Farrignia,
who got started as a fanatical Artantean sect
specialising in suicidal assassinations of sorcerers
during the Civil War. Now they are an ancient order of
holy warriors with many weird customs and a mission to
rid the world of demonic/sorcerous influence. They do
not attack present-day sorcerers due to the Peace of
Valiar between Farrignia and Circol, but they would
very much like to. The Demon Knights are keeping an
eye on them because they are extremely good fighters
with lot of experience of dealing with supernatural
threats and possibly relics stolen from dead sorcerers
that are every bit as powerful as those carted off
behind the walls of Circol. Other examples of holy
martial orders exist.
What else?
"Since water always flowed downhill, she decided
to head upstream. She was already deep enough to be
under the river and the last thing she wanted was to
go even deeper."
- Loosely translated from
Snakedancer, a bawdy fable from Galth
All the largest cities rely on ancient sewers,
aqueducts and various other marvels of a bygone age.
If the ancient infrastructure, built by the Sorcerer
Kings and poorly understood by the mortals who now
rule in their stead, failed, the population of the
north would quarter in a year (this is kind of what
happened in the east). However, the infrastructure
goes deeper. Jaconia is an artificial creation, a
purpose-built sanctuary amidst the ruins and horror of
Borvaria. Mountains and rivers are where they were
planned to be. The great forests of the south defy the
overpopulation of the north by magic; the trees can be
cut or burned but grains wont take root. Instead, new
saplings soon break ground and for the most part the
local flora and fauna are too hostile for logging.
There is a network of tunnels and pipes running
underneath the whole world, including the Inland Sea.
If the players encounter or even venture into these
deadly places, I often describe them as if they were
inside a great, incomprehensible machine, parts of
which are still running with steam leaking out of
brass pipes and liquids of every color and variety
running back and forth in an endless, insane maze of
tunnels that leads ever deeper into the bowels of the
Earth.
"Although the ruins of Warth were barely a day's
ride away from the walls Farrignia, few dared to
disturb them."
- Mark of Vengeance (comic album)
I must have come up with volumes of worth of "instant
history", basically coming up with reasons why things
are where they are and the way they are. Farrignia
grew out of a trading town between the realms of Warth
and Tulath, where the more restricted subjects of
Remus could gawp at the unearthly realm of Kirel
Curarim and traded with his subjects for items from
other worlds. Thus the city was already huge and had
gigantic palaces when Warth fell. Later, the early
praedors carried the treasures of Warth into Farrignia
since it was only a stone's throw away and places like
the Street of Wonders came to be. This is why
Farrignia has always been friendly to praedors, even
though it is most distant from the borders of Jaconia
in almost every direction. And Holrus, with its back
against Borvaria up north, has failed to develop a
similar marketplace for otherworldly goods and
praedors are considered scum of the earth.
Whew. Long entry. Quick to write, though.
"With that, he leapt from the tower window, still
clutching his false crown in his fist. It was a long
fall and when he finally struck the square below,
the crown shattered into a million glimmering
shards."
- Bloodguard, a bawdy tale from an
unknown realm
For Farrignia and most other Valiar-worshipping
city-states I am using a two-tier feudal system where
only the nobility can own land. Lower nobility
consists of knights and barons. Knights are basically
recognized warriors and vassals who are either
unlanded ("errant", in which case their title ceases
to be hereditary), or landed, which means they manage
some part of a noble's estate. The eldest son inherits
the status a landed knight, while other male
descendants (and with the blessing of the local noble
even female descendants) inherit a knight errant
status. Their land is actually owned landed nobility,
most commonly barons, who also act as caretakers,
magistrates and whatever over what little piece of
countryside they have. While barons are subjects of
the king, their immediate fealty is to their local
lord, a member of the higher nobility assigned to be
governor or steward of that part of the realm.
"You would defy the queen's command? Leave me out
of your schemes before our heads bump together in
the headsman's basket!"
- Black Marquis tells the royal
spymaster off
The higher nobility from counts to dukes are not just
land-owners but representatives of the king itself,
taking active part in the politics of the realm and
enforcing the king's will and decrees. They own land
directly and usually have barons and landed knights as
their vassals. Their titles do have an order of
nobility but fluctuations of political power and royal
favor often mix things up. The highest rank of
nobility is that of duke, often blood-relatives of the
ruling family and with special privileges, such as the
right to raise an army. In some city-states dukes and
even lower ranks of upper nobility have considerable
independence but in Farrignia the executioner's axe
has curtailed the worst excesses. All members of the
upper nobility are obliged to maintain at least a
representative (often a son) in the royal court. Dukes
and trusted lower-ranking nobles are often invited
into the king's council. Largest city-states can have
several types of council and memberships and
invitations are an important element in court
intrigue.
"He wants your death, Katerine. And as Count
Mardin he will get it. By switching the axe to a
whip he'll make it look like an accident so that no
one can accuse him of murdering a child."
- Manos of Gorfar about to make an
offer that can't be refused
Now, just like in Renaissance Europe and to a lesser
extent in the Orient, the vast size and importance of
cities throws a wrench into the works. Since peasants
usually do not own the land they till, they are often
little better than serfs even though actual slavery,
the ownership of persons as property, is prohibited or
at least severely frowned upon in most realms. But the
air of a city is the air of freedom and one reason why
many of the cities are so huge and tightly packed is
that the agrarian overpopulation flows into the cities
to work as cheap labor. Cities have special privileges
concerning taxes and while they always have a noble to
act as sheriff, the direct representative of the king
and the head of the local administrative and judicial
bureaucracy, true power is sliding to artisan guilds,
merchant houses and families etc. The nobility is
having hard time understanding this on-going change
where land loses value and they are increasingly often
indebted to city guilds, bankers and rich merchants.
One city-state, Tod, was actually founded by rich
merchants and to this day it has no king, only a
council of elders.
I guess that is enough trivia for one night. Now,
this is just how things work in my Praedor campaigns
and what their intrigue-laden adventure plots are
built on. Just remember that I did fantasy intrigue
long before Game of Thrones made it
fashionable. My approach to Jaconia reflects
this.
25-Jan-2015:
Boardgame Musings
I am a supporter of the new
Conan boardgame on Kickstarter and it has turned
out to be a sweet deal. With the current pledges
amounting to almost $1.2M against an initial request
of $80K, so many stretch goals have been trounced that
Monolith is running out of ideas for things to add.
With 17 days to go I expect even more stuff to be
added. Hint: Add more playing boards and scenarios,
Monolith!
Contrary to popular expectations, I am not a big fan
of boardgames. I own some, I have played some and I
have liked some. But frankly, if you have that kind of
time and manage to invite that many friends over, it
feels like a waste of time compared to playing
roleplaying games. Another thing about them that gets
to me is the sense non-achievement. Winning or
otherwise completing the game scenario doesn't get you
anything. That said, I like most digital boardgames
much better because they usually incorporate some form
of progression or persistent rewards in the mechanics,
or at least have strings of successively more
difficult scenarios for you to resolve, creating a
story for me to experience while playing. That is the
key thing for me. A game need not to have a plot but
if playing it does not form or contribute to a "story"
I can relate to, I am not interested.
I have no idea if Conan the Boardgame does
that. What caught my eye, apart from my long-standing
devotion to R.E. Howard's barbarian hero, was that
this game reminded me of my old plans for a Praedor-themed
boardgame. It is a miniatures/boardgame hybrid, with
very simplified movement and action rules, pitting
individual hero characters against lone opponents or
very small groups of opponents. For example, instead
of hexes or measuring distances by ruler, the playing
board is divided into "zones". Your hero can move a
certain number of zones (and more, if he pushes it
with stamina gems). Doors, ladders, ropes etc. count
as a zone, so entering a street, going through a door
and then entering the inside of a building counts as
three moves. If you are in the same space with
enemies, usable items or treasure chests, you can
spend stamina points to act on them and so forth. I
suspect the rules aren't quite finalized yet but here
is a description of the Conan boardgame
rules as they were in the prototype. There are more
videos on the Kickstarter page itself.
Looking back my old plans for a Praedor
boardgame, the most obvious differences were using
cards instead of miniatures and a stack of smaller,
changeable map tiles to create the board. As praedors
moved through the ruins of Borvaria, old tiles would
be removed and new ones added in, creating a randomly
changing and potentially endless ruinscape. Just like
Borvaria. These tiles would have movement zones much
like in the Conan boardgame, as well as entry
points from the previous world tiles and exit points
to the next. There would also be event slots and on
these slots the player chosen as the dealer would
place event cards, upside down and from a shuffled
stack. Whenever a hero would enter the same space, the
card would be flipped and the resulting encounter
resolved. Any damage and/rewards would be noted down
in the hero sheet and then it would be somebody else's
turn. Unlike in Conan boardgame, there would be no
"enemy player" or "foe actions". You can add finesse
to these systems: certain spaces would modify the
power of enemies and/or the value of rewards.
The game would last for 12 rounds (or until every
player has had 12 turns to act). Then the players can
either choose to "return home", which means cashing in
their treasure and ending the session, or "strike
camp" which allows some healing, equipment changes
etc. There are XP and reward bonuses based on the
number of map tiles they've gone through, which is the
incentive to keep adventuring. I never got around to
deciding the rules on fleeing or "returning home" in
mid-session but whatever.
All this happened in the very early 2000s and my
first reason for never pursuing this any further was
that I got mired in trying to make the boardgame and
roleplaying game compatible. They have different
objectives for the player experience and I am not
happy with RPG-level of detail and tinkering when
applied to a boardgame scenario. Being a veteran of Legionnaire
RPG (which sort-of inspired the game
system of Praedor RPG), I've seen more than my
fair share of half-assed RPG/boardgame rule
conversions and didn't really want to do one more. Praedor
boardgame would have had to be a separate,
stand-alone product under the same franchise and I had
no idea how to get such a thing printed. Also, during
that time the Finnish RPG/boardgame scene was
undergoing a revival (some of them say it was inspired
by me, tee-hee) and it actually included people who
cared deeply about boardgames and I didn't want to
compete with them.
Today, I am just as thin-skinned as ever and known as
the most irritable old hippopotamus in the whole
Finnish RPG scene. But I am thin-skinned about
slightly different things and might actually throw
together a prototype for testing one of these days.
I'd really like to do the whole thing in a digital
format, enabling both solo and group play while
automatically keeping tabs on map tile progression and
the resulting bonuses to enemies and rewards. Add some
art from maestro Hiltunen himself, perhaps presenting
in-game actions as comic strips rather than animations
and voilá! :D
Now, all I have to learn is how to code...
22-Jan-2015:
Snakedancer
Inspiration is an itch that can only be scratched by
writing it out. It is a surge of the creative pressure
inside my head, so strong that I feel my skull
bursting if it can't find a proper outlet. I also tend
to lose interest in other forms of leisure; don't feel
like playing any of my bajillion games, don't feel
like keeping up with the TV series, no nothing. I just
turn on the music and start typing. Let the
protagonist take me into the otherwhere. And
then have my little perfectionist ego kick me back
into the real-world so I can do all the edits and
rewrites before it relinquishes its stranglehold just
a little and I can move on to the next chapter.
In truth, it all started out as a joke. The concept
for the protagonist was first proposed by the
arch-troll Niilo
himself. Later, the daughter of one of my players
rolled up her first character (Praedor is the
perfect game for children, obviously) and developed a
quite interesting backstory for her. She showed it to
me and it fit the concept like a glove, sending sparks
of inspiration flying inside my head. Then there was
another player, another character and another tragic
fate, this time from LootEm, my very first Praedor-megacampaign
(2000-2003). LootEm is one of those things
I'll be able to take with me when I depart from this
world. But I digress. The sparks met powder and there
was a flash. Now, all of a sudden, I am 31 sheets into
a 100+ sheet story and fast approaching the magical
150000 character limit. That is where a book is born.
I might as well admit to myself that there is no
stopping it now. The Dance of Serpents
(although I strongly suspect it will end up being
called Snakedancer) will be my next
full-length novel.
I never thought I could actually write a full-length
novel without having a publisher contract already in
the bag. Never done it before, actually. So, what can
I say about Snakedancer without sounding
insufferably smug? Well, I originally toyed with the
idea of writing young adult/teen fantasy. That went
out of the window with all the political intrigue and
child marriages. I am genuinely happy with my blend of
epic fantasy and the mundane and personal themes,
tragedies and goals. The bodycount is still less than
in Häirikkötehdas, but I expect that to be
fixed soonish. Finally, I am also making a fool of
myself by writing touchy-feely crap and including
scenes of people overrun with emotion. That is pretty
much what I was trying to avoid with characters like
Vanha Koira and Jacob Moncke. Emotionally-driven
people make really stupid decisions, or end up making
the right decisions but usually for really stupid and
illogical reasons.
With Snakedancer, I have ventured so far
outside my comfort zone I can't even see it anymore.
Sure, it is a terrible risk but mainly because we
authors have such brittle egos. Really, what's the
worst thing that could happen? Mike, Mikki or Sami
telling me how to do it better? Oh, the horror, the
horror! It's a good thing I still have an aversion to
overtly explicit sex scenes though. I could never
match Juhana in that department. And Snakedancer
is not that kind of fantasy, even if the name
can be interpreted in multiple ways.
Some people consider being an author is its own
reward. However, it has certainly been made easier by
the fact that my business sucks right now. It always
sucks in the first quarter but even the prospects are
looking a bit iffy this year. Last year, TEKES made
some pretty controversial decisions about
funding game industry start-ups and many of my
potential clients were left high and dry. That, plus someold
projects drawing to a close have left me with a lot of
times on my hands. Maybe one of those prospects will
eventually find funding, I don't know. I have my
favorites but it is going to be
first-come-first-served pretty soon. I know I have
talked about finding a real job but there are
commitments that although thus far unpaid, provide a
convenient excuse to postpone the job hunt a little
further. In short, this year may turn out to be a
financial failure. On the other hand, as long as I get
a Praedor novel out of it, this year won't be a total
loss.
07-Jan-2015:
A Postcard From Death
When I was 18 years old, the head doctor of
Parolannummi military clinic, Lt.Col. Tikkinen, told
me that my bad left lung would kill me in about 15
years. Back then, Tikkinen had a really bad reputation
for mismanaging his patients (and I've personally
witnessed two cases I could best describe as
"criminal") and later my friends in the medical
profession told me not to pay any heed to his
ramblings. True enough, by reaching a ripe old of age
of 41 I have beaten his estimate by eight years.
Still, I have a creeping suspicion he might have been
onto something because these Postcards From Death are
becoming harder and harder to take. It's gotten so bad
it might actually be an impediment if I went back to
being an employee rather than a freelancer. This is my
third postcard in six months. Despite working and
writing, I never really got well in between. The cold
of winter isn't helping.
So what does it feel like? It is like you were trying
to draw breath around an obstacle and with less air
per breath, even small movements would exhaust you.
Breathing out, there is a curious tingling or bubbling
sensation in the left lung, often accompanied by a
whistling sound. Sometimes this is so loud that other
people can hear it. Occasionally coughing helps to
unplug it for a while: at other times the urge to
cough becomes so great you start convulsing and it
feels like your lungs were vomiting. That is the kind
of coughing that kills people. Old people die when
their hearts can't take the powerful upper chest
convulsions. Little children with pertussis die by
asphyxiation because they can't draw breath between
the coughs (vaccinate your offspring, for fuck's
sake!). And in WW1, soldiers afflicted by chlorine gas
died because every breath they managed to draw filled
their lungs with even more fluid, reducing oxygen
intake and triggering even more coughing.
Merry Christmas and Happy New Year, everybody! (Yes,
even atheists can celebrate Christmas without renaming
the bloody thing).
I've been using my Christmas break and
respiratory-infection-enforced rest into figuring out
the demonic magic rules, or "witchcraft", for Praedor
RPG. The vanilla game has no player magic beyond
some borderline supernatural abilities purchased with
Edges and the whole alchemy system. Petri wanted to keep
the immortal sorcerers as godlike NPCs, preserving both
their mystery and his creative freedom regarding magic
and cosmology (yes, we keep drumming that Praedor has no
canon but nobody believes us). I agreed back then and so
did most of the fans, even if calls for
player-controlled magic never entirely ceased.
Fast forward twelve years.
Praedor RPG may not be the most sold Finnish
roleplaying game of all time but it is certainly the
most played. During that time I have also made a new
roleplaying game, in many ways a sister title to it,
since the Strugatskys were a powerful inspiration for
both games. Stalker RPG was in many ways an
amalgamation of my house rules, unofficial practices and
gamemastering tricks. Fresh off it, I cast a critical
eye on the Praedor RPG canon and the existing
"Praedor mythos", as it was in comics and short stories.
The hybridization of humans and otherworldly beings is
one of the key themes in the Praedor Mythos.
Supernatural abilities gained from such union would be
powerful enough to be useful, yet wild and uncontrolled
enough to be both limited and ruthlessly dangerous, as
befits the Praedor universe. In my campaigns, mortal
magic-users are usually corrupted mutants who both lust
for supernatural power and are consumed by it. "Lord of
Beasts" in Vanha Koira is a perfect example. So,
I presented my idea of witchcraft via demonic possession
to Petri and he approved it.
My first attempt at Praedor witchcraft rules was an
epic failure. I wanted to steer away from the
ever-so-popular "mechanic + element" model because I
thought it was overdone. As a result, my first attempt
consisted of spell lists split into eight tiers. I had
an idea of some kind of combination of the magics in Call
of Cthulhu, D&D and new Stormbringer.
What I got was a tangled mess that worked differently
in million places and would be impossible for A) the
player to remember and B) the gamemaster improvise on.
Whatever my feelings towards the element+method
system, for supernatural powers as natural abilities
it works best.
So, I am writing my second go at witchcraft. This
time the character is possessed by a demon but
survives it without A) becoming an enslaved vessel to
its alien will and B) fusing his body and soul with it
and becoming an entirely new hybrid creature (Nameless
One). Instead, the demonic being lives on inside him,
caged by his Willpower. To wield supernatural powers,
the witch only needs to open the cage a little. Now,
while the demon's properties determine his magical
powers, all witches share three magical abilities:
Counterspell to overcome magical effects from other
sources, including sorcerers, Witch's Eye to detect
magical energies and supernatural beings (including
other witches unless they are using Counterspell to
hide their demonic souls) and Shapeshift, enabling the
witch to assume the physical form of his demonic soul,
in whole or in part, with specific effects determined
by logic and Gamemaster.
A sorcerer, defended by his minions, starts
casting a spell. The witch sees it coming and knows
he can't get at the Sorcerer to stop it. He also
knows that sorcery spells never fail, even if they
are not always used wisely. So, he unleashes
Counterspell and knowing that he needs all his power
and skill to defeat a sorcery spell, makes no secret
of his demonic powers. The sorcerer needs the entire
combat round to cast his spell. The witch only
raises his hand and growls his defiance with a
demonic voice, while human and demonic features
dance on his face. Then the sorcerer sends a blast
of fiery wind at him, knocking over men and
furniture, sending debris flying and setting fire to
everything that will burn.
But the witch succeeded and is left standing
amidst the burning rubble, his hand still
outstretched. His cloak did not even twitch from the
firestorm that just raged all around it. He
countered the spell's power and in doing so, also
all its physical effects. Those of his companions
who managed to leap behind him now peer over his
shoulders, slightly singed but otherwise okay. For
them, the witch counted as a solid obstacle when
avoiding the spell effects. The witch has now
exposed himself but since the sorcerer already tried
to kill him, the time for subterfuge is clearly
over.
Sounds wonderful. Powerful, even. But a sorcerer
always succeeds in spellcasting and can study any kind
of magic he wants. For the witch, defeating the spell
was a close-run thing, carrying a significant risk of
failure, or worse. Much, much worse.
Demon has Might. Even when imprisoned inside the
witch, its Might can grow, or be grown like any other
attribute with no upper cap. The amount of Might
determines the number of specific demonic powers it
has but most witches have three powers, based on the
properties of their demon. Let's assume the demon's
true form was a robotic spider wreathed flame and
hailing from an alien realm where past, present and
future are one. The witch would gain the powers of
Flame, Mechanics and Time. As a rule of thumb, he can
Research, Alter, Destroy and Create and Invoke them,
in that order of difficulty and potency. There are
other modifiers; can you do it as a four-hour ritual
with all the bells and whistles of a demonic cult, or
do you have to do it silently, without gestures and
right fucking now? Have you rested properly since you
last wielded magic? Are you in the sphere of some
other power, helpful or hindering? Do you have
talismans of suitable properties, or have you done
this before and used Experience points to make it a
spell so you can easily repeat it when necessary? And
finally, does the Gamemaster agree on your assessment
on the power and method being used?
The ruins of Warth are silent now, with both the
monsters and the treasure-seekers long gone. Only
whispering echoes of ancient magic greet the witch
as he walks amongst the blackened columns. Yet there
are treasures here that could not be carried away,
dating back to the days of Kirel Curarim, an ancient
Sorcerer King believed to have invented demonic
magic and then forced it upon his subjects. Few know
what really happened here and those who do hold
their peace. The witch has been exploring the ruins
for days now, using a map so old its edges crumble
in his grasp.
Nothing much remains of a sorcerer's tower that
once held a gate to a foreign world. Just a round
pedestal of its foundations, with piece of wall left
standing on the north side. There are markings on
the wall, scratches so worn out by fire and time
they are impossible to make out. But it matters not.
The witch passes his hand over them and speaks out
in a voice that is not his. His eyes turn grey and
strange mists follow in the wake of his fingers. The
demon inside him looks back through the shroud of
time and before his very eyes the wall is suddenly
restored. The ancient carvings deepen and sharpen,
until they stand out clear and crisp. They had also
been painted with gold ink, even though not a fleck
of it remains today. It is a simple trick for
someone whose demonic soul knows the flow and ebb of
time, uet one even the mightiest sorcerers alive
today would be hard pressed to match.
(Yes. Sorcerers have many advantages over witches
but there are reasons why even some sorcerers are
tempted to dabble with demonic magic.)
No mortal mind can comprehend the writing but
there is a loophole. The witch uses his power of
Witch's Eye and his demon reads the glyphs aloud
inside his mind. It is as if the stone wall was
speaking to him in an inhuman voice brimming with
bitterness and malevolence. The writing is a clue,
pointing him towards his next objective. However,
the witch must be more cautious now. He has unlocked
the gate of his soul twice already and can feel the
demon growing stronger. It is no longer safe to
wield magic so casually, so he'd better stick to
spells and cantrips he has amulets and tools for. Or
better yet, face the hazards of Warth with steel and
courage until he finds a place to rest and unburden
his soul.
To cast a demonic magic spell, you must roll equal or
under the Might of your demonic soul. Many other
things are also figured out from Might: ranges,
durations, damages and/or resistance rolls against the
target's attributes. But whatever the result, it is
also compared against the witch's own Willpower. If it
exceeds that, the demon starts consuming him. He loses
Blood to invisible wounds only time can heal and gains
Corruption points that can never be erased. When total
Corruption overtakes his characteristics, he develops
horrible mutations, disgusting habits, the need to
consume human flesh to preserve his own humanity and
so on. Even if not caught by the authorities,
sorcerers or the witch hunters of the Church of
Artante, he is forced to become a recluse, a horribly
misshapen hermit who has to resort to shapeshifting
just to appear human again. And once Corruption
exceeds Willpower, it is all over. The barriers of
mind and soul break down. The human and the demon fuse
into an insane, raving mutant, a Nameless One.
The mutant can be slain, of course. Perhaps even by
the witch's former friends and associates. The human
dies but the demon often survives, lingering on in the
corpse and eventually its bones, just waiting for
someone with enough agency in the world to touch them
and the cycle of possession, power and corruption
begins anew. Not all witches became what they are
willingly and this is why the bodies of suspected
witches are to be burned. It is debatable if even that
will kill the demon or if the demon can truly be
killed at all. Yet so far no one has been possessed
from smoke and ashes, so the Church of Artante has
deemed burning good enough.
(Note: suspected witches are usually killed by
beheading and only then the bodies are burned. Trying
to burn alive a witch with the power of Flame or a
fire-proof demonic shape can get... interesting...)
17-Dec-2014:
This Is A Twist
Well, this is a twist!
The idea of translating Praedor RPG into
English has come up before but I've always rejected it
on the grounds that A) someone needs to do the boring
bit of actually translating the bloody thing and B)
the source material (Praedor comics) exists
only in Finnish. Now it looks like "A" might be
resolved by someone I know and trust and certainly has
the mad skillz to get it done. And once that is over,
doing something about "B" is no longer out of the
question. After all, the amount of text in all the Praedor
comics is miniscule compared to the roleplaying
game. I don't need anybody's permission to have the
game translated and any profits will still be split
between me and Petri Hiltunen. But when and if we have
a translated script of the RPG on the table, expect
some serious negotiations on the fate and future of
the comics.
For the record, I've already said yes to the
translation. Whether it really happens or not is still
to be seen but I do trust this guy.
There is another problem. Not a showstopper by any
means but a dilemma I have to resolve. By now, the
roleplaying game is 14 years old (almost to the day)
and there are a few things I'd really like to change
about it. I am just worried that if I do that, the
English and Finnish versions will be out of sync
and... well, cue all the issues resulting from that.
Finnish roleplayers are canon-conscious to a fault.
They also know their English, so for them, this would
be like putting out a 3rd edition of the game. On the
other hand, leaving these changes out wouldn't really
work either. I had been thinking about including these
in a future Praedor RPG supplement, but
translating that is highly unlikely.
Here is a quick run-down of the changes:
Dodging no longer adds penalty dice to further
reactions. It exists completely outside the
action/reaction dialogue. I've used this house-rule
since forever and I am pretty sure this is how I
originally envisioned it. It is THE benefit of
fighting skyclad (naked) compared to the armored tanks
that are the usual Praedor warriors. A skilled
fighter with two weapons and a high dodge skill is a
wicked opponent, although the statistics still favor
heavy armor and shield, especially at lower skill
levels.
Alchemy is a substitute to player magic and
needs more accessible and structured approach to it.
You can buy 1D3 potions (double that in certain
places) of Capra at 5-10 gold each from wherever there
are Sorcerers. Actual alchemical potions up to 3D
complexity can be bought, although damaging
concoctions are illegal in most places. The base cost
of 10 gold per potion doubles with every additional
die of complexity. Higher-level products are sometimes
available in places like Farrignia's Street of
Wonders, or the riverport of Circol (the actual city
is off-limits) but at much higher cost. If an
alchemist character wants to set up shop making
potions, he can do that after placating the local
guild and obtaining a permission from the ruler, but
then he ceases to be a praedor and is removed from
play. Adventuring alchemists are rare (and sometimes
suspected of witchcraft).
Progression codifies another of my current
house-rules. Rather than deciding beforehand how much XP
you are going to bet on a skill increase roll, you can
just roll 1D per 100 XP and keep burning more XP to roll
more dice until your total exceeds the current skill
level. It greatly reduces the risks and gives more bang
for the buck as far as your XP is concerned.
Sorcerers are not a well-written chapter to
begin with and the NPC-based sorcery rules are an
alternate game mechanic that is both shitty and unique
to that specific circumstance. If I wrote that now,
I'd take a page out of Stalker RPG. Rather
than rolling the sorcerer's power, I'd simply have
rules for avoiding sorcerous effects, whether they are
elemental or psychic. Sorcerers cannot be played in Praedor
RPG, so it is only fitting that the challenges
are presented from the player's perspective and fit
the rest of the rules.
Stats for a few demonic familiars would not
hurt either.
Healing and especially what can or cannot be
achieved with specific alchemical products must be
clarified.
Beasts and monsters are way too nerfed, due to
early playtesting mishaps. Rather than Dodging, they
will have Defence which does not stack up penalty dice
from previously avoided attacks and reduces the degree
of the incoming attack just like a parry with a weapon
would do (except it can also be used against
missiles). Some types of natural armor may also boost
Defence (think sloped armor, or aggressive spikes
making it difficult to close in with the creature).
Finally, they get more attacks. A monster with really
quick attacks (or multiple heads etc.) would get to
attack in I, II and III. Your average predator would
get to attack on II and III. Your herbivores would
only attack on III. Finally, all beasts with Deep
Wound of 10+ would get a higher damage value than they
do now.
Borvaria section could use tables for random
finds and encounters.
There are more and the city-state descriptions could
use some work, but for the main rulebook those changes
would do. Of course, compared to Stalker RPG,
the gamemastering instructions in Praedor RPG
are a fucking disgrace. Finally, I'd love to rip off
the Treasure Point system in One Ring and
apply some iteration of it to Praedor RPG. But
that might be a step too far.
10-Dec-2014:
Vanha eKoira
Well, it is out now, in both epuband
PDF
formats. Almost all of the art is there too, with just
the image of Aric first arriving to the inn gone
missing due to my haphazard attitude towards
housekeeping. Ten years since the release, I am
still really happy with the art and Petri's depiction
of Vanha Koira (lit. "Old Dog") himself is masterful.
Really, even looking at the old adventurer and praedor
is inspiring. Note how he is still wearing a Forest
Folk garb in the picture above. Unfortunately, both
the novel, the roleplaying
game and ultimately the comics
they draw on are available only in Finnish. I
have sometimes been asked why haven't I translated the
Praedor RPG into English. I would, if somebody
translated the comics as well. Maybe they could all be
published together in single massive a leather-bound
tome that just says PRAEDOR on the cover in gold leaf.
X-D
Oh well, we'd better wait for the next Praedor
comic album to come out first. Btw, should the plural
of "album" be "albii" or something like that?
Vanha Koira was my first long novel and it was
published by Jalava in 2004, a period already covered
in this blog. To make the long story short, before I
became a game developer I was out of job and tried to
get into Jalava as a fiction translator. I sent them a
translation of their sample text and a short story
called "Vanha Koira" as an example of my
writing style. They responded that the translator job
was gone but if I expanded the short-story into a
full-length novel, they'd publish it. So, I did and
they did. The original short story covers the second
and third stories in the novel. I personally dislike
the first story, Vihreä Kuu, which was
insisted on by the publisher because for some reason
they wanted to highlight Aric rather than Old Dog as a
major character. It has its fans and they vehemently
disagree but I see it more as a filler, even though I
did my best to mix my own descriptive style with
Howard-like narrative.
Back in the day the novel was well received by
critics (the rating of three stars in Goodreads
is curiously low in that regard) but for me it
will always be The First Novel. Reading it
always makes me want to re-write everything. I wrote
it ten years, four other books and one commercial RPG
release ago. That's a long time and a lot of text.
Nobody survives something like that unchanged. Still,
old-school Praedor fans argue that Vanha
Koira is just fine as it is. Maybe so. This much
later I can't really tell if the version published now
is really identical to the print version. It was the
version I had, so I am hoping for the best. I did go
over it, sorting a few mistakes but the laws of
proofreading state that some must have still gotten
through. If you run into any of those, please accept
my pre-emptive apology.
It is a public secret that I have the plot layout and
the few first chapters of a second Praedor
novel in the desk drawer. Actually, third one too, but
it is shelved until the next Praedor comic
album comes out. I've drawn a line in sand, one
hundred downloads of Vanha Koira ebook. If or
when that goal is reached, my next Praedor-themed
novel will come out within a year. One hundred
downloads is still pitifully little but that's Finnish
speculative fiction for you. Maybe I'll get lucky with
grants or something. My other writing project for 2015
is The Green Room, a sequel to The Hollow
Pilgrim. By the way, it is funny that while The
Hollow Pilgrim has been read only by few, those
who did do love or at least like it a lot.Just
like the Stalker RPG itself.
It has been a barren year, both professionally and
financially. My plans for 2015 are in flux. I am
seriously contemplating quitting freelancing and
finding an honest job again. Of course, if that fails,
maybe I'll go full-time desperate author instead. I've
certainly got the desperate part down. ;)
P.S.
Big thanks to Mikko
Rautalahti for pointing me to Herp
Derp. This application was probably
intended as a joke but for someone who likes watching
documentaries and historical warfare stuff on Youtube,
it actually improves the experience quite a bit. For
some reason, those videos always seem to attract the
worst pond scum into the comments section.
08-Dec-2014:
Good Things
It is cold, wet and dark outside. Everybody is
talking about the Independence Day Riot in Helsinki (a
couple of dozen idiots taking part in a social
equality demonstration went apeshit and vandalized
their surroundings). I am slowly crawling back from a
lung inflammation. So fuck it, this time I am going to
focus on positives things that are or happen around
me. The Good Things.
For an armchair historian interested in World War
One, The
Great War video podcast series in Youtube
is solid gold. It's been 100 years since the start of
the war and they've been going over the events week by
week and thrown in couple of additional episodes per
month on important figures or features. Although the
episodes are less than 10 minutes each, there is
already a couple of hours of grade-A material here and
if they go through with the project, all the way up to
November in 2018, this will be the definitive
documentary series on the topic for the foreseeable
future. To top it of, the series also comes out in
German, Polish and Turkish.
Krabak, we are going to watch this all the way
through one day.
My another favorite Youtube armchair historian
series, Extra History, has also knocked the
ball out of the park with their latest entry: Sengoku
Jidai, a cartoon-style presentation series
on the events that finally ended the Warring States
era in Japan and brought about the Tokugawa Shogunate
in 1603 (it is the setting of pretty much every
Samurai film ever). Now, this is a topic I know very
little about, so I can just lean back and enjoy it
without getting stuck in the details. Normally these
people do Extra
Credits, a cartoon-style video podcast about
game design, but their first historical series on Punic
Wars was absolutely stellar and their second
series WW1:
The Seminal Tragedy on the causes and events
leading to World War One was a doozy. There are
currently three episodes of Sengoku Jidai out there
and I really like what I am seeing.
Now that I know what I am doing, Far
Cry 3 has really been a much better
experience than the first time around, but I have
already rated my revisit to The Rook Islands a +3. But
that's not the positive thing I want to talk about.
The real positive thing is that as I went diving for
some underwater relics for their XP bonus, I realized,
for the first time, how vivid their underwater
landscape really was. Previously, I had been so scared
of sharks I hadn't paid much attention to anything
else. Now that I had blown them out of the water first
and had time to look around, I saw all the glowing
jellyfish, schools of small minnows of whatever... and
then this guy showed up, making me almost choke on my
Lidl Freeway 0% Cola.
It's huge! It 's realistic! It is
awesome! It's the biggest critter in the game! It is
completely harmless! It is a fucking manta ray!
The only thing coming even close to that level of
coolness in Far Cry 4 is riding an elephant.
Why oh why did I rate FC4 so highly again (I know:
because the gameplay
is very, very solid)? Rook Islands are easily
twice the size of Kyrat and man, the writing kicks
serious ass even second time around. And there
are cutscenes and story/characterization bits that
you are just not going to see unless you go looking
for them. Also, after FC4's melodramatic 80's
B-class action-flick plot (maybe they were a little
too impressed by the success of Blood
Dragon DLC, come to think of it?), it is great
to have a plot written by adults for adults. Now, if
only they got rid of the Bullshit World Gaming thing
and gave me a Bethesda-style reason to live
in this world...
Vanha Koira is getting the ebook treatment. Jalava
released all her rights to publishing it and thus
the epub version is already... why am I writing this
in English?
Vanha
Koira on lopultakin ilmestynyt
e-kirjana! Jalava/Art House vapautti sen
julkaisuoikeudet ja epub-versio on jo saatavilla
Burger Gamesin nerokkaasta nettikaupasta.
PDF-versio ilmestynee lähipäivinä. Hintaa on kuusi
euroa, mutta muista, että mukana tulee
toistakymmentä upeaa Petri Hiltusen tekemää
piirrosta. Ja jos kauppa käy, Vanha Koira
seikkailee lisää! Tämä oli lupaus.
And finally, AC/DC has come out with a new album, Rock
or Bust. Some purists out there are
lamenting that it is not one of their best but these
same people have been whining about AC/DC being
sell-outs since the death of Bon Scott in 1980. I am
happy to have any AC/DC material at all
since I had already written the band off when
Malcolm Young became too ill with dementia to play
the guitar. Now, also their long-time drummer Phil
Rudd (was he one of the founding members?) has been
carted off into jail for plotting a murder. Still
the band survives, even with Angus Young as the sole
original member and I'll happily throw some money at
them. So, what's my favorite AC/DC album, you ask? Flick
of the Switch, motherfuckers! And Guns
for Hire is my favorite song (although
the competition is tough). There is more epic and
technically demanding music out there but that song
never fails to put a smile on my face.
:)
05-Dec-2014:
Far Cry 3 Retrospective
Having enjoyed Far Cry 4 much
more than I thought I would (the ending is a letdown,
though), I was puzzled why my play experience of it
was so much better than in Far Cry 3 had been.
So I booted up Far Cry 3 and gave it a spin.
Partly because I was curious and partly because I
wanted more of the same. And they are practically the
same game to a disturbing extent. In a just world, FC4
would have been a DLC to FC3 and then its few
improvements would have applied onto the original game
as well.
Far Cry 4 added... yeah, what
did it add, exactly? The opportunity to use grappling
hook at pre-scripted points on the map with rope
swinging physics. The game-breaking gyrocopter. The
autopilot mode that made driving from one place to
another easier. Elephants! Fuck yeah, elephants! The
whole elephant riding mechanic was great. That and the
autodrive are the two stand-out features that improve
upon the original. Far Cry 4 also has better
menus, which is to say they are awful but unlike in FC3,
they still work. FC3's user interface is a
cruel and unusual punishment.
What did it lose? As much as I like
the way Kyrat looks and feels with its more varied
terrain (no weather effects though, what the hell,
Ubi?), comparing the two games side by side makes it
is obvious that Far Cry 3 was way more
ambitious. In Far Cry 4, the plot is ”okay”
(for a shooter) and there are a couple of characters
who stand out. By contrast, Far Cry 3's plot
is superb by any action game standard and its
characters are perhaps some of the best found in any
game anywhere ever. Honestly, the writing is better by
orders of magnitude. I wonder what happened to that
writer?
Here is an interesting point on
character writing; your average cannon-fodder enemy
henchman. The Royal Army of Kyrat in Far Cry 4
must be the ideal soldiers that North Korea is aiming
for. They are loyal unto death because of fuck all and
have no motivation beyond patriotic servitude to a guy
who makes Ceausescu look like the poster boy of mental
health. Watching them in that one scene when they were
drunk and celebrating made my brain hurt. And don't
get me started on those hunter-ninjas with their
mystical powers over animals.
Your average opposing thug in Far
Cry 3 is more like a Somali pirate. They use
colorful language, drown their sorrows with drugs and
make no secret they are in it for the money. Although
this is a video game and they do fight to the death,
the community they have created around their leaders
and slavery operations is quite believable. Hell, it
is probably happening right now in Dagestan, although
with less tropical sunshine. This also makes it
morally easier to kill them since they are assholes by
choice and targets by necessity.
Far Cry 3 stumbles on Bullshit
World Gaming issues, although in retrospect they are
nothing compared to Shadows of Mordor. Killing
off wildlife to upgrade your gear has become a
trademark of this franchise, although the crafting
demands in FC3 are actually less outlandish
than in FC4. For example, there are things in
FC4 that take two rhino hides to complete. Do
the developers have any idea how big a rhino is? What
am I making, an upholstery for a bus? FC3
pushes it with two bull shark hides but never goes
completely off the rails. Four dingo hides... yeah, I
can live with that one. But I digress.
My pet peeve with bullshit gaming
world mission design is arbitrary spatial and/or
weapon limitations. Respond to a bulletin board
mission about a pack of rabid dogs? No, the kills
don't count unless you use a specific weapon.
Assassination mission? Again, it doesn't count unless
you kill the bad guy with the specified soda straw.
Unlike in FC4, there are no random missions or
more complex encounter you can run into, so apart from
encounters due to randomized mob pathfinding, nothing
seems to happen in the world unless you do it
yourself.
And the habit of failing missions by
leaving the mission area irks me to no end, especially
since at one point it happens on a storyline mission.
You are asked to go to a distant location since the
bad guys are preparing to attack but if you take the
fast travel option there (you do have the marker), the
whole mission fails and you have to it all over again.
I bet every single player of the game ever failed the
Medusa Radio mission the first time just because of
that.
Finally, the incentive to explore
isn't really there. The economy is broken and there is
nothing significant you can find (even if collecting
relics is fun at first), nor do you have any personal
tie-in to the lost war diaries or whatever
collectibles there are. Once you have the crucial
things crafted and a solid supply of herbs for
syringes, the only remaining reason to explore is to
find hang-gliders to fly just for kicks. Far Cry 4
wins a point here, even if its exploration incentives
don't carry all the way to the end either. And while
the main storyline is superb, there are no
multi-mission side-quests as in FC4. All the
side missions in FC3 are one-time events.
Another point for FC4.
Still, now that I know to avoid the
trouble spots, FC3 with its vastly superior
storyline is giving me a great gameplay experience.
Unfortunately, those trouble spots are like 50% of the
game and 80% of its open world content. I am having
fun but the sad truth is that FC3 would work
best as a Far Cry 1 -style ultra-wide-pipe and
should drop this open-world nonsense. On the other
hand, leveling up in FC3 is more fun because
the perks feel more powerful, there are more of them
and I love that idea that they show up as a tattoo on
your arm. FC4 has fewer perks, some of them
are painfully irrelevant and the whole thing is just a
single double-sided skill tree with little ambition or
atmosphere. I remember seeing a marketing picture of
glyphs being carved into a Kukri knife but I guess
that was dropped.
Point to Far Cry 3.
I rated Far Cry 4 as +2,
a sort of ”game I would play and recommend to fans of
the genre”. How, in comparison, would I now rate Far
Cry 3? Well, if you can play it like I am doing
right now, consciously avoiding the dog droppings of
its bullshit world gaming and immersing myself into
the main storyline and characters (plus some jungle
warfare), it is a solid +3 (and if I didn't
have to make an effort to keep it this good, I'd
consider +4 because of the stellar writing).
But out of the box, as a bullshit
world game extraordinaire with a boring oversized
world where you have to slog through crap to get to
the few diamonds, it is a +1. I'll play it,
for better or worse.
01-Dec-2014:
Zone Russia, part 2
Scourged by anomalies and scorched by
quasi-chemicals, most Zones are barren wastelands of
danger and ruin. If any life survives at all, it is
limited to isolated pockets or underground caves and
sewers. For all intentions and purposes, Zones are
deserts and the effect extends to micro-organisms.
Particularly active anomalous areas can be virtually
sterile.
The Forest. The Eternal Forest. The
Forest Outside Time. The Witchwood. Whatever you call
it, Zone Russia is the exception that makes the rule.
From the coastal lowlands outside
Derbent to the slopes of the Caucasus Mountains, Zone
Russia is an ocean of misty green that covers deep
valleys and climbs up tall ridges and hillsides. Only
the mountaintops rising above 2000 meters punch
through the canopy of green and they are often
battered by anomalous storms. The Forest does more
than defy biology and physics. It is an aberration of
space-time and wreaks havoc with causality. Time flows
differently in here and there are spaces, spatial
pockets that are not part of the geometry of Earth and
thus cannot even be observed from outside. Anyone
venturing into the woods is subjected to the pull
several different temporal streams, eventually getting
out of sync with the world outside the Zone. Days in
the Forest can be just hours for the outside world, or
a brief trip via the woods can last for weeks for
those observing across the border.
Accelerated time is thought to be the
reason why man-made materials and constructs
deteriorate so rapidly in the Zone. This also applies
to any equipment carried by stalkers. Batteries to
electrical devices run out very quickly and metals
start to oxidize after just a day (intensive
maintenance and greasing slows this down quite a bit).
After a few days even polymer-based clothes are
starting to disintegrate, which can be
life-threatening in cold conditions. Glass and
ceramics weather this quite well, though, explaining
why many brick and stone structures in the Zone are
still standing while steel crumbles to dust. This is
most noticeable in the abandoned auls, traditional
fortified hilltop villages built almost entirely out
of stone.
It's all peace and quiet down on the
forest floor and the Zone can present some beautiful.
scenes. Seasons or even the time of day rarely have an
effect here, neither through temperature fluctuations
nor the amount of light trickling through the canopy
of trees. The trees themselves can be more than 30
meters tall in the deepest vales but are smaller and
spaces farther apart in higher altitudes. Many trees
are supersized versions of terrestrial species but
others are either too mutated to be recognized, or
they resemble species thought to have become extinct
millions of years ago. And it doesn't stop there. Any
trees cut down or otherwise destroyed soon reappear,
while wood taken out of the Zone soon crumbles into
nothingness, as if the matter itself never existed.
There is simply no way to remove the wood from the
Zone.
There is a school of thought arguing
that the trees of Zone Russia are not biological
entities at all. Instead, they are physical ghosts and
reconstructions by naturally occurring nanite
clusters, much like the Replicants encountered in
other Zones. Whatever the case, they are majestic and
unchanging, completely immune to the needs and
processes associated with living flora and very rarely
harmed by Zone phenomena. Being so massive, their
roots tend to dam up streams and small rivers running
along valley floors, creating impromptu bogs and
marshes to slow progress. The added humidity could
also explain why the Forest is so frequently shrouded
in mists and fog.
Even if the trees were inorganic and
hailed from different streams of time, a lush
undergrowth of biological plants thrives in their
shadow. Vines and lichens cling onto tree trunks and
hang on the lower branches. Flowers, both familiar and
alien, bloom and bear fruit in the twilight,
apparently ignoring the complete lack of light or
pollinating insects. Many of them are difficult or
even dangerous to handle but have amazing medicinal or
anomalous properties. Miracle cures brewed in the
back-alley labs of Derbent are all the craze in
Central Asia and Far East. Sometimes they even work.
Since artefacts are scarce, local stalkers have taken
to picking flowers and scraping lichens as their
primary source of income. Some artefacts have been
found, though, and telling the difference between an
organic-looking artefact and a particularly alien
flower can be a problem.
Don't let the unearthly beauty of the
Forest fool you; Zone Russia is every bit as lethal
and strange as the other Zones. Anomalies abound and
the trees respond to static anomalies by growing into
strange and often beautiful shapes and structures
around them. The trees themselves are usually not
affected or they may even be an integral part of the
anomalies. The undergrowth is more fragile, although
it too recovers quickly and apart from the high peaks
there are no real barren areas within the Zone. The
undergrowth also reacts to the vicinity of dynamic
anomalies, bending away from them or acquiring even
more unusual characteristics in their vicinity. In the
twilight of the forest floor this can be pretty much
the only way to detect dynamic anomalies. There are
also reports of quasi-chemicals, usually in liquid or
semi-liquid form. They tend occur close to the remains
of man-made structures. Witches' Jelly is a relatively
common hazard in the ruined auls.
One feature unique to Zone Russia are
Spatial Seasons. The passage of time in the outside
world may have no effect on the Forest but parts of it
appear to be locked into different seasons, complete
with the angle of the Sun and the overall weather.
There are hillsides locked in the bitter embrace of
winter all year round, while some peaks and valleys
bask in the sweltering heat of summer even when it is
January across the border. Trees reflect whatever the
spatial season they are in but the effects on
undergrowth are varied. You would think the harsh
mountain winters would destroy biological plants but
there are species specifically adapted to their
spatial seasons, as well as plants with strong
anomalous properties that can ignore or at least defy
the elements. While spatial seasons sometimes pose an
obstacle, they are often godsent for stalkers as they
provide reliable points of reference in an otherwise
trackless and shifting anomalous wilderness.
Any visitor to the
Forest will immediately be struck by the silence.
There are no singing birds or buzzing insects. At
first glance you might think it is completely devoid
of animal life. If only that were the case. The Forest
is home to vicious mutated predators the locals call uburs, after a malignant spirit
that can posses animals. Very little is known about
them but apparently any creature can mutate into an ubur, including normally docile
or timid herbivors. Uburs are typically solitary
ambush predators but there are reports of them acting
in pairs or chasing their prey in packs like wolves.
Nothing is known of their origin or life cycle, nor
has anyone been able to draw up a working model of the
Zone Russia ecosystem. There are also human-based uburs
and more disturbingly, uburs from people lost
to the Zone long after the Visitation. Have they've
been somehow mutated by exposure to the Zone? Or are uburs actually twisted physical
ghosts of creatures lost to the Zone, much like
Replicants, or even the trees? No one knows.
Not
all humanoid mutants in Zone Russia are uburs, however. Tens of
thousands of people were trapped in Zone Russia
during the Visitation. There were some thousands of
Refugees whose present fate is largely unknown but
tribes of mutants are still thought to be living in
or around some of the auls. Known mostly by their
tracks and cultural artifacts hinting at stone-age
technology, these mutants are thought to be the
Changed found in some other Zones (including Zone
France). How they survive in the Forest alongside
with the uburs is anyone's guess but
some locals believe they are either the young of uburs, or worship uburs as cannibalistic gods.
Most people are not that superstitious but still,
the local population is deeply distrustful of
Refugees and openly hostile to anyone exhibiting
visible signs of mutation. Unfortunately, this
sentiment often spills over into acts of violence
and oppression against those with natural birth
defects or retardation.
Some of the plant life
in the undergrowth is also hazardous to stalkers and
explorers. Popular fiction would have you believe that
Zone Russia has man-eating plant monsters but while
this is false, some plants have powerful and damaging
anomalous properties, release venomous pollen or
vapors, irradiate their surroundings or exhibit
dangerous psychic properties akin to rageweed found in
Zone France. Naturally, these very same plants are
often the ones most prized by the clandestine
xenomedicine laboratories. While they would be easier
to avoid than mutant monsters, many stalkers go
looking for trouble and suffer accordingly.
Last but not least there are... <transmission
interrupted due to campaign spoilers>
P.S. Apparently some people missed the Google Earth
bookmark to Zone Russia last month. Here
you go!