Exalted is a great game, but White Wolf is doing it wrong

Posted in Game design, Gamecraft, Games with tags , , , , , , , on November 10, 2009 by Olorin

I originally intended to write this post in June, but sometimes things just don’t work out as planned. At that time, I had just recently bought Manual of Exalted Power: The Infernals, a great source of information on the Green Sun Princes and their immortal masters.

A week before coming up with the idea of this post I had also bought HeroQuest 2.0, the new edition of Robin Laws’ story-oriented roleplaying game, at the Tentacles Convention. But more about that soon.

So, what actually is wrong with Exalted?

Firstly, I think I have to make clear that I really, really like Exalted. The setting and the attitude, that is. The problem is, the system doesn’t properly enforce either of these two things. Yes yes, we have the Stunts. Big yahoo-friggin’-doodle deal. The system fucks that up, too, especially in the second edition.

Still, it’s not my intent to belittle the work those designers have done. It’s not that the system is objectively bad. Rather, it’s a good system for some other game. You don’t get fast-paced anime-action with a system that makes you count Ticks and micromanage your resources (mainly, Essence).

Yes, the Golden Rule is there. But that is just a smokescreen to go on with sloppy design. You see, if I started to change the aspects that I see as needing fixing, it would brake too many related things. It’s be an endless cycle. Might as well do it myself from the beginning.

For example, dropping Ticks altogether and switching to exchange-based conflicts, would lead to the need of dropping or changing the movement rules. These two changes would brake many Charms. So you’d have to fix those too. Et cetera ad nauseam. Why drop the Ticks? They are just venom to doing Stunts. Ticks force you to break your narration into tiny bits that, when separated, aren’t that impressive.

Like this:
First action: “I run towars the huge two-headed serpent.”
Second action: “I run up it’s back and left neck.”
Third action: “I take a good foothold, raise my Grimcleacer and chop into it’s cranium.”
And between every action, there are (likely) other people’s actions and almost-narrations of almost-cool things almost-happening.

It’s not like all that glorious Stunting-goodness is grinding the game to a halt, you don’t need to come up with specific mechanics to tone it down!

There are also other, smaller things on my list that seem counter-intuitive to the supposed “spirit of the game.” To make your character unique in the field of magic, you have two options. Your combos, and the option to come up with your own charms. And they they don’t support the latter. Why does that feel like there’s a “We’d prefer you playing with our pre-made charms instead of having you, like, being creative” -mentality behind that? The other option is that they’re just either lazy or stupid. And let’s be honest, none of these options is a desired conception.

There are many more small things that just annoy the hell outta me, but it’d take the whole night to go through all of them, so I’ll just stick with these that could be remedied quite painlessly (by changing the core design philosophy).

It might seem odd to state that despite all of this, I won’t abandon the game’s own system altogether. It is still sufficently good when I want to do some semi-heavy character-micromanaging, and of course for powergaming. That system positively welcomes anyone who wants to game the system or play the mechanics. It’s bulk just isn’t for every game.

But, it’s easy to complain about this and that, and do nothing about it.

This is where HeroQuest come in. With it’s flavor-driven character creation the second point above, the uniqueness of magic, is easily achieved. I have also been thinking about how the different magic systems in Exalted should be structured in HeroQuest. I have made some progress, and might put it up as a post of it’s own, some other time.

The first point is quite easily fixed with HQ, too, because it doesn’t have combat system that traces your actions, second by second. You’re free to “Stunt” your brains out.

So in conclusion, the people of White Wolf mean well. Their execution just doesn’t do justice to the game’s spirit.

I think I’ll leave it here for now. Let’s see if I want to poke on the pile of things-wrong-in-Exalted again some time.

-
Currently playing: Machinae Supremacy – Anthem Apocalyptica

Chilling Heat, conclusion

Posted in Chilling Heat, Games I've ran with tags , , on November 8, 2009 by Olorin

So, that was about it. It was a very amusing game in the end, although somewhere along the way I had doubts whether it’s gonna hold together or fall apart. Main reason for this was of course the fact that I honestly didn’t know, at least for the first two sessions, where it should, could or might go. My preparation for the game was a list random things that had came to my mind at some point. It was only between the second and the third session that I finally came up with some focus and direction: the unspeakable servant and fate of Richard Shanahan.

I tried to find some relevance and meaning for the abandoned house and the mystical mirror, but it just wasn’t there. It was too random, too different. So that’s one thing I’m gonna drop if I ever run this scenario again, or write it up properly. Other thing that will be cut is that damned snowfall. Yes, it certainly generated very enjoyable event, but in the end it was just too weird. Although I might say that a tornado avoiding things and generally not breaking anything at all is too weird, also. Maybe I’ll just go with regular snow.

So what really had happend? Why were there two dead bodies of Dick Shanahan? Elementary, my dear Watson. The one in the basement was the real one. He had just finalized the ritual for the servant when this one nameless fleshworker came seeking for the McGuffin, that precious knife. (Now that I think of it, I realize I forgot to mention that the characters found this outsider’s wallet, which included a driver’s licence with his previous face on it, while they searched for the knife.) And that’s not all. The nameless fleshworker was also possessed by a demon which knew some really strong magick. Magick, which allowed “them” to see Dick’s memories, to reveal the whereabouts of the knife. But they also found out that his niece and a student of a friend were coming, and decided to play along a few days. They didn’t want Dick’s death be known quite so soon. So the demon read Dick’s memories and the fleshworker worked his magick to become Dick.

Too bad the demon was a bloodthirsty sadistic son of a bitch, who just couldn’t help himself and used the poor fleshworker’s body to his own ends. And that ended up well, didn’t it?

So that’s definitely the thing I want to preserve. That’s just too juicy a twist to throw away. I will also keep the NPCs, and possibly come up with a few more. The fire at the school was directly related to Megan’s Noble Trigger, so that’s really not a keeper.

I actually have only one thing I’m not that sure about. Should I write the PCs by myself or do it like the first time, and only give some guidance and pointers?

I might definitely have forgotten something, but those are propably things that aren’t worth mentioning to begin with. :)

And that’s finally it. I wrote the first post for this write-up over 16 months ago. That certainly took way too long to finish. I really have to re-think when’s the next time I’m gonna do something like this again. I have one campaign log from an Exalted campaign that I thought I’d like to write-up, but this really gives some perpective. This game was only five sessions long, and still… damn. And that Exalted campaign took somewhere around 8 months in real time, maybe 20-24 sessions or so, to play through.

That’s some heavy perspective.

-
Currently playing: White Skull – Time for Glory

Chilling Heat, part 5

Posted in Chilling Heat, Games I've ran with tags , , on November 7, 2009 by Olorin

A ragged man stood there in the doorway. By the look of his messy hair and bristle, one could’ve taken him just a random bum who had just wandered in. But there was something that didn’t fit. His eyes were too sharp, his gruff voice had a hint of something untangible and when he walked in and towards the bed, a silent tinkle accompanied him.

I think it’s plausible to say that it can be quite disturbing if one hasn’t seen a fleshworker in action before. And that’s propably how it felt like, to see that odd man moulding Derek’s hand like it was Plasticine. And in a few minutes that felt like agonizing hours, he was done. Excluding the trails of blood on Derek’s hand, his arm looked like as if nothing had happened.


I don’t remember whether he bargained with them before or after he did his “thing.” Either way, it was an opressing situation for Megan and Osmon, as they really didn’t have other options. Derek was slowly bleeding to death and they propably had no time to take him to anywhere else.

Soon afterwards, as Derek came to, they left the clinic and met with the odd man outside. He bargained with them, giving some cryptic clues and as a payback demanded a certain knife Richard had had. (Consequently it was exactly the same “thing” Derek’s mentor had sent him to get.) He also described it roughly so now they knew what to look for. After getting them to agree to the bargain, he adviced that they should get rid off the unspeakable servant on the loose (that monstrous ox in the woods, in part 4), and how that might be achieved. You can say that they weren’t happy to hear that only the master can really wound the creature.

Back at the farm, characters getting seriously desperate. Finally someone proposed if they could use Dick’s bodyparts as weapons or at least his teeth as ammunition. Megan wasn’t amused, to say the least. Off to bed they went, to wake up to the already familiar hopelessness. Derek or Osmon heard some quiet, yet heavy scuttling under the floor during the night, but though he was just having a dream.

Megan prepares some breakfast with Sam while Derek and Osmon get to work, digging up Dick’s corpse and starting to pull of his teeth. Yummy. Their masterplan was to fill some shotgun shells with teeth instead of pellets. Doesn’t sound very effective, but at least it was a very creative approach from them. And it just fit the mood perfectly.

It was still a tad surprising thet they didn’t try to whip up some makeshift spears out of the bigger bones or something like that. At some point the Sheriff appeared again, looking for Dick. It was then that the characters got an idea, and decided to use the Sheriff and his Deputy as aids in their horrifying task. They told that Dick had gone hiking and hadn’t returned, and that they were planning to go look for him. Of course this got the Sheriff’s attention, and while a bit lazy, he still took situations like this seriously.

Off to the woods to face the horrid beast. They split into two teams, the Sheriff in the first and the Deputy in the second, so they could stay in contact with their walkie-talkies. I don’t remember which character was with whom, but that’s not crucial anyway. At some point, while keeping the camera on Team Sherifff, something happened to Team Deputy. There were Deputy’s incoherent screams in the radio and they [Team Sheriff] heard shots being fired. At this point I yet didn’t say anything to the player whose character had been with the Deputy (it might have been Derek, now that I think of it), and just followed Team Sheriff as they hurried through the thickets.

Finally they found Derek unharmed (he had managed to claw his way up a tree) who then told the Sheriff that a wild, possibly rabid ox had charged out of nowhere. The Deputy had tried to stop it with his sidearm, to no avail. Now the Deputy was nowhere to be found, and Derek hadn’t seen what happened. He actually had tried to use his magick against it, but it just didn’t cut it. While heroically protecting his sorry ass, the Deputy had gotten stuck on the ox’s horn and was dragged away.

The Sheriff decided that he had to get more men, as the situation certainly seemed more dangerous than presumed. He allowed the characters to keep on looking (for some reason I can’t recollect), and left for his car to organize a hunting party.

After following the hoofprints for awhile, Derek came up to a small clearing (they had spread a little, walking in line). Oddly, the hoofprints vanished. The clearing seemed unoccupied, so he headed warily onwards. And then, as he had almost crossed the clearing, he heard snorting just right behind him. Freezing on that spot, a few heartbeats later he dared to turn around, just to find himself staring right into the eyes of that otherworldly beast.

On Derek’s sides, Osmon and Megan heard the noises, too. Fighting their urge to flee, they turned their steps towards Derek.

But it was strange. The beast just stood there, with no sign of malice or frenzy they’d witnessed before. It seemed to be just… ruminating. Osmon decided to take advantage of what seemed like a one-time chance, and let his shotgun, loaded with teeth, do the talking.

And nothing. Maybe just a minor scratch. And any second now, all hell might break loose.

Still nothing. I think it was Derek or Megan who decided to approach it, and talk to it. And basically s/he just said: “Could you go away?” And then the thing just melted into a big puddle of really black goo. Were the characters (and players) dumbstruck? You can bet on it. After that they just returned to the farm, for they still had to find that one certain knife.

As a sidenote, I didn’t, and don’t have any proper writeup for that artifact. But it’s a tool of great use to a fleshworker, as it doubles the charge gain when used. Slice off your ear with it? Double the juice! (Well okay, maybe it shouldn’t work with major charges.)

They delivered the knife to the strange man on the town, even though Derek was not happy about it. They decided to wrap things up a bit on the farm, before parting ways. Derek, while napping in the living room, heard that scuttling mentioned earlier. Megan and Osmon agreed to hearing it too, so they decided to check the basement. Armed with flashlight and more conventional weapons, they slowly descended the creaky stairs.

Black spiderlike… things shunned away from the lights, and Derek froze on the sight of the Tenebrae (his Fear Trigger). And just to get the ultimate mindfuck out of it, they found Richard’s dead body. Osmon stormed right up the stairs, past Derek and with out stopping, behind the barn. He began to open the grave, just to find Richard’s remains, just the way they left ‘em.

Inside, Derek picked himself up and investigated what had upset Osmon that much. I definitely looked just like Dick, only a bit differently decomposed. But this one was missing it’s left eye. He also noticed that the fingertips were all messed up, like he had been scraping them against something hard and rough. And on the wall noticed a frail message, written in blood:

“I’M SORRY MEG
I LOVE YOU”

The next day, they left. Osmon hitched a ride from the truck stop, Derek went on his own and Megan left with Sam. Megan stopped at the gas station to get some refill, and suddenly she heard a horrfyingly familiar voice. Turning around, she saw her husband before her, holding a shotgun. Aimed at her. She tried to ran for her own gun, but there was just the loud bang, and after that, only darkness and cold.

We all were quiet for a moment, as this was playing on the background.

Bang bang, he shot me down
Bang bang, I hit the ground
Bang bang, that awful sound
Bang bang, my baby shot me down…

Soon, the final post (finally!) with some conclusions, thoughts and explanations.

-
Currently playing: Nancy Sinatra – Bang Bang

My roleplaying history

Posted in Games with tags , on June 22, 2009 by Olorin

A roleplaying active and a rising name in the finnish scene, Sami Koponen, encouraged a handfull of finnish roleplayers and scene-actives, me included, to write about our roleplaying history.

Because of Other Things(tm) in my life keeping me occupied, I’m writing this quite a bit later than the others, but nonetheless I present you what has happened to me along the Way thus far.

The beginning

It all began some time around 5th or 6th grade. Me and couple of my friends (I’ll call ‘em M and R) heard that one guy (I’ll call him T) on our grade was doing something called roleplaying with his big brother & his friends. Well, we were curious and as we were already familiar with the concept of “controlling a character you make up” thanks to normal children’s play, we decided to give it a try. At that point all we knew was that roleplaying involves the use of dice and that every character is given some sort of numerical values to tell how strong they are. Oh and we also knew that one of the players needs to be a gamemaster who tells the players what happens around them. And then we encaged in something that could be described as collaborative storytelling. Much like most of out plays of that time. Yeah, in hindsight I could say the we were proto-roleplaying already before that. That just was the first counscious effort at it.

And that’s actually quite essential concidering the question of why I became a roleplayer. You see, I’ve never been a what you could call a fantasy literature enthusiast. The first fantasy novel I ever read was The Lord of the Rings and I didn’t read that until in senior high school. So during that time, in the lower level of comprehensive school, I mostly read just The Famous Five and Nancy Drew (it’s okay to laugh now). And comics, of course. But still, for some reason, I had the interest towards fantasy stories. Maybe it was some movie I had seen or some comics I had read, but it was there. Also those plays we had had imbued me with a drive to create stories.

Now that’s what I’d call a proper breeding ground.

The real deal

So we did our version of roleplaying for some time, until T asked if we wanted to try Real Roleplaying(tm). And boy did we! That’s how I got into RuneQuest, the first real rpg I ever played. (Do you see a pattern here? First no fantasy novels, then not even D&D. What the hell? I was surely off to a good start.) So, it was truly amusing. First of all were these strangely strangely shaped dice! And a character sheet with lots and lots of text! Good thing I didn’t feel too overwhelmed. I still have memories that I think are from my first RQ-adventure. We wandered in an underground evil cultist temple of some sort. My character encountered his end prematurely when I had to choose between laundryshaft and wasteshaft when trying to hide from the cultists. Well, M and R encouraged me to choose the wasteshaft and so I did. We found out that the cultists disposed of their waste with a tunnel to a pool of lava. Still, I wasn’t traumatized by that (in your face, Tyranny of Fun!) and I kept on playing.

Going on

During the following years we had lots of fun although R grew apart from us during the junior high (7th through 9th grade in here). So for many years it was just me, T and M, T acting as the gamemaster. We didn’t play in Glorantha for T found it more fun (I think) to create settings of his own “on the fly.” At some point we started a little experimental campaign on the side. It was corporation agents in a cyberpunk near-future Russia. It went on for several years. And what system did we use? Why, RuneQuest, of course. It was basically the only one we knew of, and we were familiar with it.

It was all well and good. Then in senior high I started to make my first own game! Well, that project is still on the table (mostly in the drawer) and have been through quite a lot changes during it’s eight or so years. Damn, it’s already been that long. Other changes also happened during that time. First T’s big brother introduced to T some new finnish (and I hadn’t been even aware that such things exist!) game called Praedor. We didn’t get to play it right away, as the book still belonged to T’s brother who lived in another town. But when he came to home during the summer, we got to try it out. And boy, was that a strange experience at first. Years after years nothing but RQ. It definitely took some time to get used to it, but in the end it stuck.

During senior high was also the time when I tested my wings as a gamemaster, and well… it wasn’t that good. It could’ve been worse, I’m sure of that. But it was still quite terrible. No matter what, it was a step I had to take. And I’m happy I did. Also, during 2000 or 2001, we had an occasional member joining our group. Didn’t manage to get much done with him as he was almost all the time busy with other things, but new blood nonetheless.

Decline

And then came 2002. M went to carry out his compulsory military service in January. Me and T tried to game once or twice, but it just didn’t really happen. Then when M returned it was T’s turn. Me and M tried to game, too, but to no avail. January 2003, and it was my turn. T was still on sercive as a non-commissioned officer. When me and T finally got out in the summer, there was not much time, as T was going to college in another town. I spent the year wondering what to do with my life, until came summer of 2004. I applied for Degree Programme in Software Engineering in Jyväskylä Polytechnic (nowdays Jyväskylä University of Applied Sciences), went to Ropecon the first time and finally moved here.

New horizons

I found a new gaming group (if you’re reading this, guys, you’re awesome <3) which has now quite effectively disbanded as 40% of us have moved to another town. I also found other players and started gamemastering again, encouraged by who knows what.

Since that fall of 2004 I've played more or less regularly with 22 other local roleplayers, 4 of whom have also/entirely been gamemasters and I can soon add two more people to that count.

I have found countless new games to like, exposed myself to rpg theory, gotten myself into the finnish rpg scene, I’ve been an administrator of the roleplaying site Kiukkuisen Oravan majatalo (The tavern of Angry Squirrel) for four years, and the other owner of it for three years. I’ve read a lot and learned a lot, about roleplaying in general and rpg design in particular. These past five years have actually been quite awesome. I’ve also learned about myself and my preferences, which has in the same time made things clearer and easier, but also a bit trickier.

These have been pretty good 15 years, roleplaying-wise, and I definitely could’ve spent my time with poorer hobbies. Now I’m positively excited and curious what the next 15 years will give.

Sami’s own history in finnish: Kehä laajenee: Henkilökohtainen roolipelihistoriani
Other brothers to answer the call:
NiTessine: My Gaming History
Thanuir: My rpg history
Eero Tuovinen, in his usual Eeroish style writing so much he had to divide it into five separate parts: My Roleplaying History #1, #2, #3, #4, #5
Late additions:
Merten: My roleplaying history
Gastogh: How I got into fantasy and RPGs
Navdi: My gaming history, part 1, part 2, part 3, part 4.
Sope: Roolipelihistoriani osa 1, osa 2.

-
Currently playing: The Birthday Massacre – Looking Glass

Why can’t you fucking idiots have a proper conversation?

Posted in Blogosphere, The roleplaying culture with tags , , , , on June 21, 2009 by Olorin

Ok, children. Today we’re going to talk about this funny little part of gaming culture: Discussion of opinions that seemingly consists of huge amounts of nitroglycerin.

This post by mxyzplk is really a prime example:
Mike Mearls Strangles Realism In D&D Like It’s An Unruly Hooker

I was going to pick and quote some of the juicier idiocies and comment on them, but now I’m feeling lazy and will go on with just a general commentary.

1) It’s not sacred. When reading something that is contradictory to your beliefs*, first take a deep breath and take some time to calm down. Then remind yourself that RPGs are not religions or anything like that. To be a smart and decent human being, it’s required that you can look things from an angle other than your own. It’s even better if you can look at things objectively, outside of the box. But that’s not gonna happen every time.

2) Don’t be a fucking douchebag. Don’t flame, don’t troll, don’t build strawmen, keep those ad hominems to yourself. Capiche? I understand that sometimes it can be quite hard. It’s not easy to treat someone, who’s throwing burning poo like a sorceress overdozing on PCP and crystal meth, like a real and decent person. To an extent, that’s a failing of the medium. But still, the internet is not wholly to blame. And the other side of the coin: Ignore the poo, don’t feed the troll. Try to be the maturer one.

3) Don’t take every friggin’ thing someone says about a game personally. If someone doesn’t like the game that is most precious to you, you have two good choises and a third, bad one.

  1. You can agree with him that the game doesn’t produce those things that he looks for in a game. That is, he has understandable and acceptable rationalisations for not liking it. To put is short: You agree to disagree.
  2. You don’t agree with him and think that his perceptions about the game are incomplete. Maybe you should try to clear things a bit for him. Be careful though, when proceeding with this option. It’s easy to get yourself misunderstood and give the impression that you’re trying to force-feed your preferences. If he still won’t “convert,” leave it at that. It doesn’t suit his needs. Again, agree to disagree.
  3. The wrong road: Be a dick about it. I mean, not liking YOUR PRECIOUS GAME is, like, the same as mocking UR MOM. NERDRAGE!!! My response: Just shut the fuck up and grow up.

4) Reasoning, motherfucker, do you have it? If not, then zip it. “Because the big boys told me so” is not proper reasoning. And you can replace the big boys with anything like “those guys on RPG.net” or “that dude who’s really into D&D and he practically breathes experience points and craps initiative rolls.” Or anything. Here’s a pointer: Think. For. Yourself. Question other people’s opinions and “truths.” Especially if they are in authoritative position, one way or another. If you’re too dump to think for yourself, then why the hell are you roleplaying? Unless you’re just doing it for the miniature battles. HULK SMASH!

Now, someone has propably read that thread I’m linking to and noticed that I myself have posted a couple of meaningles comments. And hey, I’m not perfect. No one is. Even mxyzplk himself, although showing a good deal of tolerance, “lost it” a couple of times.

“Never argue with idiots, they just drag you down to their level then beat you with experience.”

5) Addendum: It’s not enough to read it, you also have to understand it. I myself like provacative writing. It humours me. The downside is, many peole take those over-the-top provocations literally. They don’t know when to laugh. There are also other types of writing that can fool you, like satire. All of us have been taught to read the letters, the words, the things you see. But not everyone can read the meanings, understand the subtext. Still, it is something you can learn. And you should.

*Yes, beliefs, for it sometimes feels like I’m watching the Superbowl of religious fundies vs. atheist fundies.

-
Currently playing: Stereophonics – Have a Nice Day

Addition to blogroll: d7

Posted in Blogosphere, Gamecraft, The roleplaying culture with tags , on June 20, 2009 by Olorin

I read a comment by d7 on Geek Related, in the post Why Complain About 4e? Stop the Edition Wars!. I’m not going to comment on the original post and instead focus on Mr. d7 and his comment, for I think that he writes well and most importantly: knows what the hell he is writing about. Too many people out here in the blogosphere don’t. Intrigued by his well written and thought comment, I decided to check out his blog, The Seven-Sided Die. I don’t know about you, but after reading a couple of the more interesting posts, he ended up to my blogroll.

I’ve picked a couple of samples I myself found pleasantly readable.

What’s wrong with alignment

Why it’s not insane to like Rolemaster

The Fear of Unfun

These two have less content and mainly just have links to other interesting stuff:

GM advice, industry musings, and storming

Women as players and characters

I absolutely have to dig into his archives, sooner or later.

Positively surprised

Posted in The roleplaying culture with tags on June 8, 2009 by Olorin

A person in irc linked to this post in Lamentations of the Flame Princess: I Hate Fun
Usually I disagree with him, basically about everything he writes about. But that post, damn. That’s the shit. It’s about roleplaying, about what it is and what it’s not. And stuff. It’s a long one, but you should read it.

Getting the show back on the road

Posted in Uncategorized with tags on June 6, 2009 by Olorin

Okay, it’s been over a month already, and I think I’m beginning to stabilize enough to get some shit done. Besides, I already have friggin’ three posts on the table, waiting to be finished.

Last weekend I visited the last Tentacles Convention in Germany, and had a blast. Might write a bit about that, too. It was nice to get to compare the finnish and german convention culture.

Until next time, Olorin out.

-
Currently playing: Manowar – Carry On

Almost saw it coming

Posted in Uncategorized with tags on April 28, 2009 by Olorin

Breaking up with girlfriend, don’t quite feel like updating.

See ya later.

Things you should know about #1

Posted in Games with tags on April 1, 2009 by Olorin

Damn, I was going to post this before midnight, but after a gap of five years Fallout has once again captured my full attention.

Like the previous post, this one will be kept short, too. (I do have a long long post on the way, though. Maybe even too long, and will be splitted to several parts. Just have to wait and see how it comes together.)

But, straight ro business. Because I’m a finn and a roleplayer, I want to promote some finnish RPGs. These two are of course in english. Would be kinda stupid to tell about the awesome games we have that are available only in finnish. These games are both by the same author, Ville “Burger” Vuorela, who have thus far released six games through the years.

1) Code/X
This game came into being as a logical conclusion to Mr. Vuorela’s ideas about Arcade Roleplaying, in which the game mechanics (and to some extent, the premise) are designed with influences from videogames, to make the game easier to start (e.g. you don’t have to spend the first two hours of the first session explaining the rules and the setting). It was first called Operation: Half-Life, for the setting is inspired by survival horror games like Far Cry and the Resident Evil -series. And Half-Life, of course. The version 0.7 has been the newest for a while now, but it is extremely playable even in it’s current state.

I haven’t done everything with it, not yet. But mutant zombies? Check. Bioengineered beasts? Check. Ninjas? Check. Super zombie mutants? Check. Nazis? Hell yeah, check.

2) Mobsters (pdf 1,5MB)

Downloadable PDF-game of the golden days of the American Gangster. Found your own mob and build an empire of crime in the spirit of Al Capone or Lucky Luciano!

The PDF-layout is arranged so that all you need to do is to print it out, two pages per paper, stack them and put staples through the middle. When you fold it, you’ll have a neat A5-sized booklet.

Click and download. Fun, easy and free!

It has fast system and New Orleans as a setting example. If being a gangster interests you, check it out!

Enter the authors main page here: Burger Games

-
Currently playing: Pain of Salvation – America