On OGL, ORC, and an Attempt at a Timeline

It’s been over a year since I’ve last posted here. It was a hell of a year.

They’re saying blogs are poised to make a comeback. It would be nice. While I greatly appreciate a well-made video essay, a badly made one is unbearable, and it takes way more time and resources to churn out one of those than just a written text, the latter of which is also way better for disseminating detailed information, like I am about to.

It’s also been a hell of a couple of weeks. I thought I would compile a post to clarify at least to myself what has been going on, because these things tend to be remembered very differently after a while, and digging through Facebook groups, Twitter, and various forums in a couple of years’ time would be a pain in the ass, especially since some of those forums have decided to disallow the posting of certain major outlets.

I am not going to engage in any legal speculation or commentary. I’m from Finland, where we have a civil law system. Wizards of the Coast is based in the United States, where they have three precedents in a trenchcoat and a council of tribal elders. There will be a lot of links, most of them to verified sources such as interviews and news articles. When rumour is included for the sake of completeness, it is marked as such.

Oh, this post is about the Open Gaming License. OGL 1.0a is a document of about 900 words that’s the single most significant page of text for the modern role-playing game industry. It was released along with the third edition of Dungeons & Dragons in 2000. Together with the D20 System License, it allowed companies other than Wizards of the Coast, then a subsidiary of Hasbro, to publish material compatible with D&D and advertise it as such.

Now, it has been recently argued by such eminences as Cory Doctorow and Devin Stone of LegalEagle that the Open Gaming License was unnecessary, and as game mechanics cannot be copyrighted, the companies could have been doing that anyway with far more liberty. While this may or may not be true, it does skip over a lot of context. None of this exists in a vacuum.

For one thing, Wizards of the Coast had recently bought the original publisher of Dungeons & Dragons, TSR Inc., who were famously litigious. They went after competitors, they sent cease & desist letters to online fan sites on GeoCities, they threatened legal action at the drop of a hat. It was joked that TSR stood for “They Sue Regularly” (actually “Tactical Studies Rules”, but that’s neither here nor there). The Open Gaming License was Wizards of the Coast’s way of promising they were not going to do that. See, while you could have possibly gone to court with TSR and won, that takes lawyers and lawyers are not cheap, and this is the tabletop role-playing game industry. WotC’s founder Peter Adkison is often quoted as saying “If you want to make a little money in the RPG industry, start out with a lot of money”. Going to court against the market leader was not a promising proposition for pretty much anyone.

Secondly, who the hell would’ve even thought of trying to make D&D supplements under fair use doctrine? The idea is outré. How would you advertise? Where would you have sold them? The PDF market didn’t exist in 2000 and it’s likely game stores would’ve looked askance at such a product.

No, the Open Gaming License was necessary. It allowed a publishing ecosystem to form, where these third-party publishers working off the base of D&D 3E’s D20 System created new material and borrowed from each others’ work. The threshold to create your own stuff and enter the market was lowered, especially once RPGNow opened and selling your game as PDF became a thing in 2001. Those early days of the OGL were a heady, booming era. Some of the companies founded on D20 that survived the bursting of the bubble are still players in the industry – Mongoose Publishing, Green Ronin Publishing, Paizo Publishing, Troll Lord Games, Goodman Games, Privateer Press, and more. It gave rise to hundreds, if not thousands, of RPG outfits, from actual companies with offices and staff to lone designers doing everything themselves. It was a flourishing era. In time, even some non-D&D games adopted the OGL. It was huge. Three editions of a Star Wars role-playing game were released under the OGL — the same ruleset that powers the Knights of the Old Republic video games. To date, there’s been a Call of Cthulhu D20, two different Lord of the Rings games, a Doctor Who game. Babylon 5. World of Warcraft. Even, I kid thee not, an EverQuest tabletop role-playing game based on the D20 System.

This could happen because of trust. The OGL 1.0a was supposed to be permanent. Eternal. Irrevocable. Wizards of the Coast has repeatedly pressed this point in the past, and it was and remains the stated intention of the idea’s father, Ryan Dancey. Even in 2008, when WotC rolled out a new edition of D&D and its sinister Game System License, which in turn led to the creation of the competitor Pathfinder RPG, they did not attempt anything so asinine as to try pulling the OGL. In cutting themselves off from the OGL ecosystem, they abandoned any hope of D&D 4E being successful even if the strength of their brand could’ve otherwise overcome the product’s own shortcomings.

D&D 5E returned to using the OGL, a new third-party ecosystem was born, and with a couple of lucky breaks called Critical Role and Stranger Things, it started making grown-up money.

Of course, we should remember that the dragon is a metaphor for greed.

On December 21st, 2022, the D&D Beyond blog posted an FAQ about the upcoming OGL 1.1, an update to the license. It included some worrisome language about royalty payments, but also the reassurance that “the OGL is not going away”. And then, on January 4th, 2023, someone leaked the OGL 1.1. It appears the YouTube channel Roll for Combat was the first to break the news, receiving the leaked document in the middle of a scheduled stream, which feels like a bit of a coincidence. The leak deemed real after a Gizmodo article by Linda Codega on January 5th. The leaked document was a whole lot of legalese interspersed with somewhat snide commentary. It was later posted online and I am happy to provide it here.

The most objectionable bits about it were language about claiming royalties for revenue — not profit, revenue — above $750,000; demanding reporting of income over $50,000; claiming a sublicense on all of the licensee’s content; and seeking to deauthorize OGL 1.0a. None of this was deemed acceptable by the gaming public, let alone the people whose entire livelihoods are tied to the OGL. It is a direct attack against third-party publishers.

And by the way, whoever leaked this is a hero. Also, I know I’ve dunked on Knights of the Dinner Table in the past, but this 2009 strip was downright prescient.

Wizards of the Coast, of course, reacted promptly and quickly to the PR disaster of the cen— just kidding, they kept silent for almost a week. Then, on January 10th, the D&D Beyond Twitter account broke the silence: “We know you have questions about the OGL and we will be sharing more soon. Thank you for your patience.”

At this point, I was almost as angry at them for being this bad at crisis communications as I was for them threatening my friends’ livelihoods and my hobby. Note that I do not play D&D 5E. I already swore off Wizards of the Coast’s products in 2008 with the GSL travesty. While I cannot claim to have maintained a perfect boycott for 15 years, it’s been pretty solid. And still this threatens to directly affect me.

Of course, it’s not entirely settled whether OGL 1.0a can be revoked. Myriad people with a variety of law degrees ranging from alleged to actual, hailing from a variety of jurisdictions, have weighed in on the matter on YouTube, Facebook, Twitter, and various forums. From reading their learned takes on the matter I have determined that nobody actually knows until the gavel comes down. Nobody is particularly keen on suing WotC because, again, lawyers are expensive.

During most of this time, as the gaming internet was aflame, the silence from not only WotC but also some major players in the industry was deafening. Among the first to make big announcements was Kobold Press, who on the 10th announced Project Black Flag, an open system of their own. Kobold Press has been a major third-party publisher of the 5E era, and for them to break ranks was a big deal. Then, Wolfgang Baur learned the lesson about WotC 15 years ago.

On January 12th, the Twitter account DnD_Shorts posted an alleged leak from a D&D Beyond employee, exhorting people to cancel their subscriptions and delete their accounts because money is the only thing that the executives understand (for some fairly basic and limited values of “understand”, I suppose). True or not, it checks out — deciding to boycott the next D&D book is visible in months, but website subscriptions you can see falling in real time. And fall they did. Allegedly, they even tried hiding the unsubscribe button. No actual numbers have been released, of course, but the hunch is that they’re high.

That date, D&D Beyond also cancelled a scheduled Twitch stream. There have been claims it was supposed to be some kind of announcement but to my eye it looks like a regularly scheduled weekly stream, and cancelling it rather than putting unprepared people in the line of fire was the wisest course of action. Apart from the part where over a week after the leak they still did not have their act together.

Also on the 12th, Paizo Publishing, the second-largest OGL publisher in the market (okay, actually I think they are not, but that is because the French board game giant Asmodee releases the Midnight role-playing game under the OGL), broke their silence in a big way, announcing the Open RPG Creative License, or ORC. Paizo and a group of other major OGL publishers — at the time of writing I think it’s almost everyone who’s anyone except Darrington Press (Critical Role), MCDM (Matt Colville), Fria Ligan (Lord of the Rings), Asmodee (Midnight), and EDGE Studios (Adventures in Rokugan) — banded together to hammer out a new open license for their games, to be given into the stewardship of first their law firm and ultimately some kind of open culture foundation. Nobody seems keen on signing on to WotC’s racket.

On the 13th, the date that the leaked OGL 1.1 said was the cutoff, WotC finally made a more substantial announcement. It was unsigned and has been characterized as passive aggressive gaslighting. The text’s tone is deeply unprofessional, and if anything, it fanned the flames against WotC even further.

On January 17th, the Twitter account @DungeonScribe posted an alleged leak that D&D Beyond membership would go up to $30/month for players, AI DMs would be implemented, and base subscriber tiers would have stripped-down gameplay. These were widely reported on, but though verification was promised, none has been forthcoming as of this writing. D&D Beyond’s Twitter account issued a clear denial on the 19th. Personally, I am inclined to think the report false, but it is a part of the larger narrative so I include it here. D&D Twitter’s signal-to-noise ratio has been exceptionally poor even by Twitter standards, and at this point I would wait for Gizmodo’s Linda Codega, who has been doing exceptional work, to verify any further leaks.

By the time that on January 18th, WotC managed to piece together something resembling a human response, they had wasted a full two weeks. It is not public knowledge how they spent that time, but I expect a fair bit of fruitless witch hunting may have gone on, because it is the stupidest thing a corporation can focus on in a situation like this. Godspeed, good witch.

On the 19th, they turned out a draft of OGL 1.2 for feedback. The feedback survey is here. Bits of the D&D System Reference Document 5.1 are also to be placed under a Creative Commons license, which is nice but also meaningless since it is mostly just basic mechanics and procedures which were not copyrightable in the first place, and the experience table. This version of the OGL walks back on the royalty demands of the previous one and removes the sublicense clause. OGL 1.2 is also unacceptable in its attempt to revoke OGL 1.0a. This is explained as a defense against “harmful, discriminatory, or illegal content”. Indeed, the draft includes a morality clause, which is also unacceptable.

No Hateful Content or Conduct. You will not include content in Your Licensed Works that is harmful, discriminatory, illegal, obscene, or harassing, or engage in conduct that is harmful, discriminatory, illegal, obscene, or harassing. We have the sole right to decide what conduct or content is hateful, and you covenant that you will not contest any such determination via any suit or other legal action.

OGL1.2 draft, section 6 (f)

Sure, it feels nice and high-minded to ban bad things. Make them go away, not exist. However, someone has to make the call and those are not well-defined criteria. Even “illegal” is fuzzy. Illegal where? Russia? Saudi Arabia? China, maybe, where WotC prints its books? Or the United States, where the senile council of elders is in the process of enacting a rollback of human rights and Florida Man just banned the teaching of Black history at schools? J.K. Rowling would argue that trans rights are a hateful concept. Hell, I readily admit that if the Lamentations of the Flame Princess adventure Towers Two, which I did Pathfinder design on, is not obscene then I do not know what the hell is. And then there is that whole thing about “conduct”. As written, it would allow the license to be pulled for jaywalking. But that’s a spurious example. How about someone getting their license pulled as a side effect of being cancelled on Twitter. “Obscene conduct”? Without even going into all the sinister history that phrase evokes, I don’t want the state in my bedroom and I sure as hell don’t want WotC in there. This section of the license looks like Pat Pulling won.

And let’s face it, this is Wizards of the Coast. If the last couple of weeks have shown us anything, it’s that they’re not your friend. This merely reiterates a lesson many of us learned in 2008. Examples of their shining moral leadership include the mistreatment of freelancer Orion D. Black, pulling LGBT content off DM’s Guild, the entire mess with Graeme Barber and the grippli, and actually releasing Tomb of Annihilation. Moreover, they’ve recently been embroiled in two different lawsuits, against Gale Force Nine and the author duo Margaret Weis and Tracy Hickman, where the crux of the matter was a malicious literal interpretation of contract terms against its spirit. And hey, we’ve also seen that they will cave to public pressure as well. These are not people I would hand the right to pull the plug on my work.

The argument has been presented that it is a shield against nuTSR’s Nazi bullshit, which in fact has nothing to do with OGL materials and is a pure copyright dispute. Even the outfit’s blatant racism and gross transphobia is incidental to the fact they’re claiming to own WotC’s intellectual property on the rough legal basis of “I licked it so it’s mine”.

There things now stand, and we wait. WotC’s survey has two weeks on the clock, but really, it is of academic interest. They have broken the trust of third-party publishers, burned away the goodwill of their audience and in general made a right mess of it. At this point, I think signing on to ORC is essentially the only way for them to salvage the situation. And ORC is the actually interesting thing here. As of last report, over 1,500 publishers have signed on. According to an interview with Erik Mona on Roll for Combat, an initial draft can be expected maybe around February.

If you’ve read this far, you deserve a reward. Here’s a cat on some game books.

Hell’s Vengeance Review, Part 3/3

And here we go, the last of the series, covering the campaign’s concluding volumes, Scourge of the Godclaw and Hell Comes to Westcrown, as well as a lot of other… stuff.

Here there be SPOILERS.

Scourge of the Godclaw

In Scourge of the Godclaw, the agents are dispatched to gather plot coupons to make a magical weapon of mass destruction. In the process, they will retake Citadel Dinyar from the Glorious Revolution, desecrate a sacred spring, kill a village’s worth of people, and burn a library.

I’m not a fan, but that’s because I have a dislike for blatant plot coupons. Like, in something like The Rod of Seven Parts or the Extinction Curse adventure path they work, because it’s baked into the structure of the campaign. That’s what you do, and they’re also the excuse to see new places, meet interesting people, and kill them. In Scourge of the Godclaw, the coupon hunt is dropped upon the agents mid-campaign and while it does take them across the width and breadth of Cheliax, there’s no consideration for travel and the presentation ends up being a series of disconnected encounters.

Anyway, before Her Infernal Majestrix had time to send the party off to storm the castle, they had some time for shopping. Of course, even a bustling metropolis like Egorian doesn’t have everything a well-to-do adventurer might need, and thus the agents, like in so many previous campaigns, turned their gaze to the planes.

As a Planescape fan, I have a personal dislike of players treating the planes like a shopping mall. I also just straight use Planescape instead of Pathfinder’s interpretation. And so, when they stumbled through a portal to Sig- uh, I mean, Axis, and headed off to buy new magical gear, I was ready, and the poor sods ended up accidentally stumbling through a portal into the events of The Deva Spark. The module, of course, is one where a deva relinquishes his angelic spark to go undercover in the Lower Planes, and the spark ends up in a bebilith demon, who then becomes very confused and has an identity crisis, and the party needs to herd it through one of the Upper Planes without getting it killed so the situation can be resolved. It’s a lovely adventure because it genuinely presents alternative solutions to the issue and does not (strongly) assume that the PCs side with the cosmic good. Which, of course, they didn’t.

The Citadel Dinyar sequence is the best part of Scourge of the Godclaw. It’s somewhat open-ended and rather organic in how the defenders react to the party’s assault or infiltration. There are ways to shortcut encounters, paladins to turn, prisoners to rescue and rearm, and officers to eliminate. And, of course, a golden dragon to slay.

In the middle of the module, I snuck in another adventure from Dungeon, the infamous “Porphyry House Horror”, a D&D 3.0 scenario written for use with the Book of Vile Darkness. To raise hype, it was printed with sealed pages that you had to cut open yourself. It was good for two sessions. In writing the conversion, I changed the proprietors of Porphyry House from yuan-ti – not a Pathfinder creature – into reptilians. For the orlath demon at the end, I used a conversion from The Creature Chronicle, which is an invaluable resource when utilizing stuff from older editions. The adventure is silly splatter comedy and juvenile sexuality all the way through, and we had great fun with it. It, also, kinda had the issue that that it assumed the party is a force for good, but I figured that what the hell, I’ll probably never run another Pathfinder campaign where those themes are appropriate.

After the party has concluded the last part of making their WMD, the focus of which is that golden dragon’s severed head, they will have to fight the dragon’s ghost. It’s a bit of a questionable encounter. First of all, there is no foreshadowing and it’s likely the party will do it immediately after clearing out a monastery full of Geryon’s monks and wiping out a minor Hellknight order, without resting in between. Second, the creature is not only tough but also potentially rule-breaking, depending on how one views the compatibility of Vital Strike with a ghost’s corrupting touch, for an impressive 34d6 points of damage. My party did rest, but then they chose to head off to Arabelle’s personal demiplane to actually perform the ritual, and the thing about really tiny demiplanes is that an enemy with enough reach can effectively threaten your whole world.

Hell Comes to Westcrown

In Hell Comes to Westcrown, the agents start off by blowing up an army of the Glorious Revolution with the tathlum, magical nuke that they just spent a book creating, and then infiltrate the paladin-occupied Westcrown, take out key targets, reclaim the Asmoedan cathedral, and finally fight Alexeara Cansellarion, the Big Good Boss of Hell’s Vengeance.

Our interpretation started off innocently enough, with the deployment of the WMD, which in my opinion is kind of a whiff after just spending an entire book on making the bloody thing. There’s not enough build-up for the army or its leadership to actually have any emotional stakes to it. But at least you can have a fight between nightwalkers and paladin troops.

Then they infiltrated Westcrown, and everything went off the rails. Partly this was planned, partly not. See, we’d played Council of Thieves mostly for the purpose of fleshing out Westcrown in preparation for this. There were former PCs and their henchmen waiting for them. The old Westcrown resistance had been levelled up and in some cases given really interesting classes, like the Talent from the grievously unbalanced d20 ruleset at the back of Godlike, or the classes from Book of Nine Swords, with a few slight tweaks to make them more Pathfinder-compatible. The party had a few clashes with them, took out a few, got Vesper’s henchman captured by basically Chelaxian Superman, and took the cathedral. Then, they decided to shortcut the scenario. While the plan presented in the book is one of peeling an onion, taking out the leaders of the rebellion one by one, these chuckleheads decided to head straight at Cansellarion, bypass most of her guardians by using adamantine weapons to enter through the roof, and then engage her in a session-long fight that saw a succession of really big hitters they had neglected to kill show up to kick ass. What happened then… well, I believe I covered that back in the first post of the series.

I honestly cannot form an objective opinion about Hell Comes to Westcrown. I can conclusively say that I think the first act, functioning as the actual climax of the previous book, is a let-down. However, the rest of the book we completely deformed with my strange Westcrown Avengers and their skipping of a good chunk of the adventure’s content. We had fun, but I cannot see a meaningful relationship between the text of the adventure and the events at the table.

And that’s a wrap for Hell’s Vengeance. Now, I am running The Enemy Within for Warhammer Fantasy Role-Play 4E and Extinction Curse for Pathfinder 2E. We will see which one finishes first and if I have anything to say about it then.

Hell’s Vengeance Review, Part 2/3

Continuing my reviews of the Hell’s Vengeance adventure path, we come to books three and four, The Inferno Gate and For Queen & Empire. Here, I really headed down the path to madness.

SPOILER warning is in effect.

The Inferno Gate

In The Inferno Gate, the party heads to paladin-occupied Senara and then into the dark Whisperwood to find the Inferno Gate, a stable conduit into the Nine Hells that can be used to summon an army of devils. Of course, their boss Archbaron Fex backstabs them, and is in fact the final enemy of the book.

The thing about The Inferno Gate is that one chapter of the book is a hexcrawl. The problem with that hexcrawl, however, is that it does not adhere to Pathfinder’s rules about hexcrawls. The hexes in The Inferno Gate are 25-mile hexes, while the game rules assume 12-mile hexes. 25-mile hexes, incidentally, are larger than the city of New York. So, I’d just bought Campaign Cartographer off HumbleBundle, and I figured I’d redraw the map in the right scale.

The more mathematically inclined among you will see where this is going.

From 43 hexes, I went to around 200 hexes. I had to go to a print shop to get the map printed in A3 size. Of course, when one has around 160 more hexes than one started with, one needs to populate them. First, I emptied the random encounter tables from the module into the hexes. This helped a bit. Then I placed a couple of known landmarks from Cheliax, the Infernal Empire, and their surroundings, like the Pillar of Palamia, and constructed loose encounters around them.

Then I started getting desperate. I placed a few side trek encounters from Wizards.com, where you can still access their old 3E pages if you know where to look. In a fit of madness, I grabbed the old Fighting Fantasy book The Forest of Doom, mapped it out, and placed the encounters and subplot from that into my hexmap. I stole a chunk of Reverse Dungeon. In the end, I never populated the entire map, but I did do most of it, and then moved stuff around as the party explored the forest.

It did make The Inferno Gate very different from what it was, since most of the play time was spent in the forest – I think we had four complete sessions of that. Here, I also chose to fix what I perceive as the biggest shortcoming of Hell’s Vengeance. It’s missing one obvious adventure concept, the reverse dungeon. In my opinion, there should’ve been at least a chapter in one of the volumes where the party needs to defend a dungeon against encroaching paladins or whatever. So I did it here. For the final session of The Inferno Gate, after they’d slain the perfidious Archbaron Fex and claimed the Inferno Gate for their own, I broke out my old Dungeons & Dragons Miniatures rules.

Obviously, we used the first-edition rules.

Back when D&D Miniatures was a thing, I was an avid and active player. It also marks one of the few instances of a skill-based game where I was actually good on a competitive level. I still have my collection, and all the stat cards, so we calculated the commander stats for each member of the party, I whipped them up warbands and four enemy warbands – one was led by the Savage Mistress of Beasts, another was Glorious Revolution paladins, one I think was dwarves from The Forest of Doom, and one was just a bunch of do-gooder adventurers. The DDM Guild, a fan group keeping the game alive, was an invaluable resource in building the warbands.

Then I quickly taught my players the rules and we all played a couple of one-on-one matches, as the agents of Thrune summoned fiends from the Inferno Gate and defended Fort Arego against encroaching foes. Fun was had.

Arguably what I ran was not really The Inferno Gate, though most of its material did still survive to see the table. The thieves’ guild of Senara even killed Cimri Staelish. She was buried in a shallow grave at the edge of town. She did not feature in the campaign after that, though it was accepted among the group that she rose as some kind of vengeful undead.

Still, it’s hard for me to actually evaluate the text since my experience with it is so different. One thing I did not particularly like was the structuring of the final chapter, where first the party has to fight its way through a besieging force so that they themselves can assault Fort Arego, which feels a bit confused. Still, fun was had.

Whisperwood, in all its glorious greenness.

For Queen & Empire

This ended up being the shortest adventure in practice, and though I modified a lot, I did not add much. I did fix a major inconsistency that I perceived, however. At the start of For Queen & Empire, the House of Thrune calls all of their agents to Egorian to find someone who can do a major job for the Queen, but none of these other agents are featured in the module. If the agents have to queue for hours, as they do, the city would have to be teeming with high-ranking agents of Thrune. So, I added them in. The party ended up in the same inn with all the rest of the pre-generated characters from the adventure path, and kept running into colourful characters who were ostensibly on the same side. I tried to present Emil Kovkorin & co. as fellow agents who were going through exactly the same kind of crap that the party was.

In For Queen & Empire, the agents must navigate the intrigues of Egorian and pick a side from between two nobles vying for the Queen’s favour. The other one they must take into a grove in Barrowood and sacrifice to the Nine Hells to renew House Thrune’s contract. The contestants here are a duke whose wealth is based on breeding fiendish pigs, to whom he also feeds his enemies, and a countess whose husbands keep dying mysteriously. Also at the sacrifice there’s an end fight against a turncoat cleric of Asmodeus with no foreshadowing, which is a total asspull. Fortunately, as I described in the last post, I’d set up Lazzero Dalvera as the party’s foil, and could utilise him as a replacement.

Another thing I did was keep track of the calendar throughout the campaign, which bore some fruit in For Queen & Empire, as they ended up arriving in Egorian just in time for the last big gladiator tournament of the year, Dies Irae. They could not fight, of course, but they were invited to the stands by their other noble contact.

I like the setup of the adventure. The two NPCs are very juicy and interesting to roleplay, and the module also features one of the obligatory story beats for a villain campaign in Cheliax, crushing a cell of the Bellflower Network, which is basically a halfling underground railroad. However, I feel the adventure doesn’t lean enough into the courtly intrigue theme that’s right there and everything ends up being a fight. Go to a ball? There’s a fight. Sabotage a pig farm? There’s a fight. Try to prove the countess’s boyfriend is cheating on her? Dude’s also a high-level monk so I hope you put on your fighting trousers this morning. If I had had more time, I probably would have removed half the combat and rewritten the book as a more social adventure, but we were playing weekly at the time, and there are only so many hours in a day. Obviously, your mileage may vary and not every party is suited for it, but in my party, the lowest Charisma was 14.

For Queen & Empire has a solid core, but it feels like it doesn’t dare to venture too far from the combat-centred gameplay assumption, even though the game explicitly has tools and subsystems to handle courtly intrigue.

Hell’s Vengeance Review, Part 1/3

This one has been a while in coming, but here we go. To recap, earlier this year I finished running the Hell’s Vengeance adventure path for Pathfinder RPG. Because reasons cleared everyone’s schedules and we got to play on a nearly weekly basis, what I’d intended to be maybe two, three years of leisurely play ended up as 41 sessions in 20 months and now I’m running The Enemy Within because I had to take a break from Pathfinder after that.

The first two books of Hell’s Vengeance, then, are The Hellfire Compact and Wrath of Thrune, and they thematically mirror each other so it makes sense to discuss them together. Also, this discussion will be rife with SPOILERS. I will also be making notes on what I changed or added, which in some cases was a lot. This was not necessarily because I found the scenarios somehow defective – though obviously nothing is perfect – but often just because I wanted to fiddle with the material myself.

Also of note is that though with past campaigns I’ve found the Paizo AP forums very helpful, in the case of Hell’s Vengeance they were rather on the quiet side. The villain campaign is not everybody’s or even most anybody’s cup of tea and seems to have been a fair bit less popular, so less help there.

The Hellfire Compact

The first book of the campaign introduces the town of Longacre, ruled by the aloof Archbaron Fex, who will early on have the party’s reprobates assigned as the sheriffs. There’s a rebellion in the nation, and Longacre is full of disgruntled war veterans. The big church in town is Iomedae, not Asmodeus, which is a problem when the rebellion is led by Iomedaean fanatics. And there are revolutionaries hiding in the Whisperwood, which is a terrible place.

I liked The Hellfire Compact very much. It presents a lovingly detailed town with lots of NPCs to keep track of, but with a bit of work and time it can come to life in the best tradition of Our Town or Emmerdale or whatever your cultural touchstone for that kind of small town life is. And then the jackbooted thugs that are the PCs will stomp all over it. I made a two-page printout with all the townsfolk’s faces and names on it and stuck it on the player-facing side of my GM screen so they could keep track of folk. Whenever someone died, their manner of demise would be written over the face. Out of the NPCs in the book, very few lived. The physician Gerya Rohalendi and the young girl Jemmy Kemmaino – whom one of the agents was actually paying to be his informant while she was also distributing revolutionary pamphlets – skipped town under the cover of night, the alchemist Elish Odmer was sentenced to community service to take care of the hospice after Rohalendi fled, and Ingoe Zoags the harbormaster stayed on their good side, but pretty much everyone else of note was executed, murdered, or slain in combat.

I wanted a slow burn for the start of the campaign, so I utilized all of the optional encounters presented in the book, to good effect. I also allowed the party to putter around town and explore to their heart’s content. The hobgoblin Zaggar from one of the minor events actually became a longtime NPC companion of the party. Zaggar and Cimri Staelish tagged along with them for a very long time. In the final battle they were also accompanied by Razelago’s krenshar Gaurig, but it was killed by the Angel Knight. These allies were very important in the final assault on the Court of Spears, because it is one of the most dangerous sequences of combat encounters in the whole adventure path.

Another thing I did was lift the pre-generated character, the cleric of Asmodeus Lazzero Dalvera, into NPC status as the direct superior of the party’s Asmodean priestess Arabelle and the antipaladin Nemanja. Dalvero and Arabelle had a strongly adversarial relationship and I spent time building him up as a potential enemy until finally replacing the final adversary in the fourth book with Lazzero Dalvera.

After the adventure proper, I ran two sessions of interludes. In the first, the agents asserted their control over the pacified Longacre and they were also sent a trio of Asmodean priests from the capital to take over and reconsecrate the cathedral of Iomedae. One was a lawful evil cleric, one was a neutral evil inquisitor and one was a lawful neutral warpriest, and they had to figure out who would be the best for the job. There was also a theatre troupe in town, the Royal Chelaxian Re-Enactment Society, telling only state-approved historical yarns. This was an old Living Greyhawk adventure that I’d wanted to run and then adapted for the campaign.

In a lot of cases, adapting adventures from outside the campaign was a lot more trouble than it would have been in pretty much any other case, since everything else is written with the assumption of heroic player characters. Of course, I did it more in this campaign than any other PF campaign I’ve run.

Overall, I enjoyed running The Hellfire Compact very much. It is a lovely sandbox.

Wrath of Thrune

And then there’s its thematic flipside. Where the first book has the agents play the authority in town and crush the resistance, in the second they are sent to infiltrate the rebel-occupied town of Kantaria. I spent an entire session on their travel to Kantaria, which is not actually anywhere near Longacre. There was no real adventure in the session, just puttering about the countryside, meeting interesting people, and visiting the town of Dekarium which I fleshed out a bit. I was also laying groundwork for a B plot about the Hellknight Order of the Vice and their ruined Citadel Darvhage, but that in the end went nowhere. I did get good use out of the material in Wayfinder #11, which is the fanzine’s Cheliax issue.

I approached Kantaria much the same way as I did Longacre. I took the time, kept track of all the NPCs, and used all the suggested material. Here, though, we had what we like to call emergent content. The agents decided that to do one nightly sabotage thing they’d planned they would wait for bad weather. Okay, I thought, let’s start rolling for weather. After two clear nights, the random weather table produced us… a blizzard. The town of Kantaria received all the snow of the winter several weeks ahead of schedule, and the rest of the adventure was spent snowed in, with low temperatures, very difficult terrain, and no tracking rolls needed, which changed the character of the infiltration mission crucially.

Also noted in the module is that Oppian Nevilindor, the cleric of Iomedae in charge of Kantaria, has a crush on Loredana Viorica, the innkeeper who’s also the agents’ contact in town. So in the morning after the blizzard, he rumbled through the snowdrifts to check up on her, bringing with him warm delicacies he had made that very morning.

I must admit that I still do not quite understand s’mores.

In Kantaria, the party also picked up another companion, the ukobach devil Brextur. He was mostly a liability rather than an asset, but along with Zaggar, one of the two NPC companions they had who lived through the campaign.

I also liked Wrath of Thrune very much, though it was perhaps a bit more constrained in its sandboxiness than The Hellfire Compact. One thing to keep an eye on is the combat encounters at Valor’s Fastness. The church grim in the courtyard can be extremely dangerous. Also, it is likely that the agents will not clear the entire complex in one go, and it pays to consider how the defenders react – can someone try to flee, is counterattacking an option, and how will they bolster their defences? In my game, the innkeeper Jana Holdus got out while the going was good.

Post-Wrath of Thrune, I ran an old Dungeon adventure named “Fiendish Footprints” by Tito Leati as they were returning to Longacre from Kantaria. The module’s hobgoblin villain ended up actually being Gwalur’s former boss and they hired the whole company after fighting a very dangerous combat with a bunch of elves. Again, the perils of converting stuff meant for heroes. Another thing was that an evil-aligned party doesn’t necessarily have the tools for dealing with supernatural evil adversaries that a good-aligned party would have. As the antipaladin’s player noted, “When you pit us against evil enemies, I’m a fighter with no feats”. The scenario’s macguffin ended up being connected to Socothbenoth, Vesper’s patron, though he didn’t know where his powers were coming from yet.

Next time, The Inferno Gate and For Queen & Empire.

Hell’s Vengeance – An Autopsy of a Campaign

Been a while since I made one of these.

I ran Hell’s Vengeance. It’s Pathfinder’s villain adventure path, where the characters are terrible people doing terrible things on behalf of a terrible system. They murder a lot of paladins, among other things. In contrast to my previous adventure path campaign, Council of Thieves, which was a sixteen-session exercise in cutting off all the fat and slimming it down to just the necessary stuff, this was supposed to be a leisurely campaign where there would be no hurry to get to the finish line, I could expand on the material, put in stuff of my own and we’d be at it for some years.

Then COVID-19 happened, everything got cancelled and whenever we weren’t on lockdown there was nothing to do but game, and we crammed 41 sessions into 20 months and five days — contrast with Rise of the Runelord’s 29 sessions in 19 months 20; Serpent’s Skull’s 27 sessions in 22 months 26; or Council of Thieves’ 16 sessions in 16 months, five days. If we’d been less cautious — our group size was smaller than the recommended upper limit for personal gatherings even during lockdowns — we could probably have wrapped this in January and be five books into another one. While it did mean that a campaign that could’ve been three years was done in under two, it also sometimes meant there was not quite as much prep time between sessions as I could have used. Mind you, campaign prep was a really good way to take my mind off the pandemic situation.

The game was also covered by Moreenimedia, Tampere University’s journalism students’ webzine. Finnish only, obviously. I am very happy to have been a part of doing something that’s not the same “D&D is cool now” piece that we’ve seen in a gajillion permutations over the past couple of years.

Introduction

To cover the basics, Hell’s Vengeance is a six-book campaign for the first edition of Pathfinder RPG, one of Paizo Publishing’s adventure path line. It came out in 2016, numbers books 103-108 of the line, and is the 18th complete adventure path. Its conceptual twin was the previous AP, Hell’s Rebels, where the party are heroic resistance fighters liberating their province from the yoke of the infernal Chelaxian crown. Hell’s Vengeance, conversely, is about playing evil agents of the Chelaxian crown, crushing a popular uprising. They occur at the same time, but the action in the two campaigns does not overlap — indeed, one of the reasons the uprising in Hell’s Rebels is canonically successful is that Cheliax is preoccupied with the Glorious Revolution threatening its heartlands.

There was originally a plan for one of my players to run Hell’s Rebels at the same time and then we’d have a session at the end where the two campaigns’ characters would fight, but that did not happen. There was also a plan to have the same players’ characters from Council of Thieves — which takes place in the same city as the final book of Hell’s Vengeance — encounter their new PCs and fight, which also did not happen… but let’s not get ahead of ourselves. Of course, this and the following blog posts about the campaign will have SPOILERS.

Since the protagonists were evil, their society was evil, and their bosses were evil, we had a few safety mechanics at play, most notably the lines and veils rule used in many games. Straight-up ruled out were explicitly mentally ill player characters and violence against children. It was also established that I as the GM wasn’t going to drop sexual violence upon any of the player characters, and while it was a thing that existed in the world, if it would occur during the campaign (which it did not), it would be faded to black, not played out. Likewise, there was a limit to how graphic we’d get with torture (which occurred a lot). Finally, it was agreed that there would be no player-versus-player fighting, with the understanding that the team would probably tear itself apart the moment they’d completed the campaign’s main mission.

The Agents

Usually I’ve written “The Heroes” there, but I felt today this would have been inappropriate. I actually grappled for a while with what to call the party in my session recaps before I settled on “the agents” (I felt “the party” felt clunky, especially in Finnish). Unusually, we had no deaths until fairly late in the campaign when such inconveniences were fairly easy to surmount, and there were only four players. So, here are our low-functioning psychopaths.

I gave the players very free rein with their character concepts, since the understanding was that this was the only opportunity they’d probably ever get to play with this material.

Gwalur of Shalatuwar / Aspexius of Longacre

The serial killer. That’s actually his class, via a vigilante archetype from Horror Adventures. Gwalur is a hobgoblin, and a veteran of the Goblinblood Wars. He was a mercenary, who then developed a whole second identity disguised as a human, who also killed oathbreakers, took off their hands, and froze their bodies with alchemy. His own hand started taking on a personality as well and towards the end became detachable and all that crap. This turned out to be a gift of Shax, the Demon Lord of Lies and Murder. Gwalur scared even me, the GM. He died fighting angels and paladins in the final session of the campaign. It is unclear if he was brought back to life.

Arabelle

The de facto leader of the group was Arabelle, a priest of Asmodeus. Priest, not a cleric — I allowed a third-party class that may or may not have been entirely balanced, and occasionally she’d just end encounters. She was Macchiavellian, narcissistic, and a low-functioning sociopath who’d lucked into being born in a society that rewarded and encouraged all of those traits. The player hit it out of the park. Every time I portrayed an NPC who was not her direct superior, I had the feeling I was being snubbed. She was killed by a trumpet archon in the final session, but was brought back to life. The player once mentioned that usually when he went home from the game, he felt bad.

Nemanja

The dhampir antipaladin of Asmodeus, a bloodsucking psychopath whom nobody could love and who was entirely okay with this fact. He was, surprisingly, not a Hellknight. Nemanja deferred to Arabelle in most things. He killed things very efficiently, and looking over my NPC list, it’s Nemanja who delivered the killing blows on most of them. The antipaladin was also very effective against paladins, since their fear aura cancels the paladin’s fear immunity. Against other evil creatures, though, he was, in the player’s words “a fighter with fewer feats”. Nevertheless, at the end of the final combat, he was the last man standing.

Vesper

Vesper was a gillman with the dress sense of a glam rocker, which was pretty much the only sense he had (though the party in general was a low-Int, high-Cha outfit, at least at the start). His class at the start was witch with the seducer archetype, and he was an omnisexual corrupting influence upon the world around him. Vesper was an oracle of lore, and rolled Knowledge checks with his Charisma bonus, also making him the ultimate mansplainer —  he knew jack shit but was always right. He later multiclassed into oracle and then into mystic theurge, and it was revealed that Vesper’s powers came from Socothbenoth, the Demon Lord of Perversion, the uncool brother of Nocticula the Succubus Queen and basically a fiendish Leisure Suit Larry. Vesper, at the end, was murdered by Nemanja, but later brought to life by his own henchman who’d absconded with his and Gwalur’s bodies in the chaotic aftermath.

Some Highlights

  • In the beginning, they were contracted to rough up the local tanner over some unpaid taxes. In the attack, a night soil collector was killed and his elderly wife knocked out. The agents were subsequently contracted to be the town’s new sheriffs, at which point they had the comatose woman, Pippa Umbre, transported to the town jail “for her own safety”. When she woke up, Gwalur lobotomized her. Because he just happened to have a masterwork lobotomy pick with him. Coincidentally. For the rest of the campaign, when they returned to Longacre, he would go to Pippa Umbre and unburden his heart about all the vile acts the party had committed, because she was the only one who would listen to her. After Gwalur’s mystic disappearance at the end of the campaign, his troupe of hobgoblin mercenaries “liberated” her from the Longacre hospice to keep her with them as a kind of a mascot and a spiritual conduit to the lord of murder that was Gwalur.
  • When, towards the end of the campaign, the agents were liberating the cathedral of Asmodeus in Westcrown from paladins, one of their adversaries who was basically a local superhero decided to flee, and capture Vesper’s henchman Avi with him. Upon realizing this, Arabelle cast a spell to kill Avi, not the near-invulnerable enemy. Of course, Avi survived and told his captors the party’s strengths and weaknesses. Lesson of the story: always treat the help well.
  • When the party was planning for a covert assault on a paladin-run prison camp, they decided it would be best done during a storm or other bad weather. I went “ok why not” and started rolling on the random weather chart, which I had never touched before. Of course, I hit the 1% chance of “windstorm, blizzard, hurricane, or tornado”, the town of Kantaria got snowed in, and they spent the rest of the adventure slogging through waist-deep snowdrifts, changing the nature of the scenario entirely.
  • In the final combat encounter of the campaign, at the very end, when the agents had slain the Lord Marshal Alexeara Cansellarion and her most powerful allies, there remained a single trumpet archon, who could finally use his paralyzing trumpet attack. Gwalur was already dead, a victim of slay living. The archon had been overlooked because trumpet archons, even advanced ones, at these levels were kinda speed bumps. Except when everyone rolls a one on their save. The archon proceeded to coup de grace Arabelle, twice, because she survived the first one, until Nemanja broke free and killed it. Nemanja then proceeded to coup de grace the paralyzed Vesper and hit the bricks with Arabelle’s body in a bag of holding.

Next time, I will be covering the first two books of the campaign and what we did with them. S’mores were involved.

Giant Space Hamster in Pathfinder 2E

The second edition of Pathfinder has been out for a while now. Those of us who can cope with online gaming have had ample opportunity to get to know it – seriously, I got in around 60 sessons last year. It plays a bit different from the first edition, but under the hood it is very different. Pathfinder 1E was descended from D&D 3E, and the core conceit was that the PCs and monsters run under the same rules. This made designing for it easy (not simple, that’s different). The underlying logic of the system was clearly visible. In 2E, conversely, monsters and NPCs run under their own system. There is less complexity but it’s more of an art than a science. It can still be learned and understood, but it takes practice.

So here’s a giant space hamster.

GIANT SPACE HAMSTER————————–CREATURE 3
N—-LARGE—-ANIMAL
Perception +9; low-light vision, scent (imprecise)
Skills Acrobatics +9, Athletics +10, Stealth +7
Str +4, Dex +1, Con +3, Int –4, Wis +1, Cha –1
——————————————————————————-
AC 18; Fort +12; Ref +9; Will +6
HP 55; Immunities disease
——————————————————————————-
Speed 20 feet, burrow 10 feet
Melee ◆ jaws +10, Damage 1d10+6 piercing
Melee ◆ claw +10 (agile), Damage 1d8+6
Swallow Whole ◆ (attack); Medium, slowed 1 and grabbed, Rupture 8

Some Observations on the Pathfinder Playtest

Now that I’ve had a chance to engage with the playtest materials for Pathfinder 2E, I have some vague and preliminary thoughts.

First of all, this is what a playtest looks like. We’re not just given playtest rules to flail around with aimlessly like we were back for the first edition. There’s a set of playtest adventures, both for Pathfinder Society and in the campaign Doomsday Dawn, that have been written with specific playtest goals in mind. For each adventure, there’s a questionnaire to fill out. It’s all tickboxes and sliders, which means the threshold for filling it out is low, and the output is going to be raw numbers data for some statistics-minded person to sift through. Very useful, when there’s enough of it.

I’ve participated in quite a few playtests over the years and this is I think the first open playtest that didn’t feel like I was primarily participating in a marketing stunt. Also, the feedback is being listened to and the rules document is a work in progress. We’re already up to version 1.2.

There’s also a playtest forum for expressing views that are more nuanced than “on the scale of 1-5, how challenging was this combat encounter”. It is fortunately moderated quite aggressively but I think it could use a bit more of an iron fist.

My personal play experience with the playtest thus far consists of playing The Rose Street Revenge, and running Raiders of the Shrieking Peak twice and “The Lost Star”, first part of Doomsday Dawn, once.

That first one got played on livestream at Tracon. Finnish only, but here it is, if you want to see people muddle through an unfamiliar rules system for seven hours.

I think that the current version of the game rules runs more or less smoothly, but there are a couple of sticking points, both apparently because they’re fixing known issues in first edition but they’re not quite there yet. The first of these is the rule for dying, which is complicated and not very intuitive even after they rewrote it in the newest update. It removes negative hit points and makes dying an process of incremental Fortitude saves. This is most likely in order to do away with the nonsensical situation where it’s sometimes preferable for your character to go down into low negative hit points than stay standing with a couple of hp left after an enemy attack, because then the character remains an active combatant, will be attacked again, and is much more likely to die from that attack.

The other one is resonance, a resource that’s governing the use of magic items, evidently to avoid the trope of the christmas tree character, as well as beating everyone to full hp with a wand of cure light wounds after every fight. Making healing rarer but giving characters more hit points might be a good direction to go, but resonance as it currently exists isn’t working. Then, we’re going to see a reworked version sooner rather than later.

As for the adventures themselves, both Raiders of the Shrieking Peak and “The Lost Star” were really short. Raiders ran for three hours the first time and two hours the second, and “The Lost Star” we got through in around two and a half. Neither is particularly impressive as an example of the craft, but that’s not what they’re trying to be. They’re good for a fun game, and Raiders of the Shrieking Peak is excellent for trotting out every cow-related pun you can come up with.

In Doomsday Dawn, I’m especially a fan of how each part ties in with a Pathfinder adventure path. I’ve run a few of them and hope to bring in a few old players for the relevant parts.

As for the other big changes… I’m ambivalent on the inclusion of the goblin ancestry, I think switching from “race” to “ancestry” is a good idea both because it easier facilitates the separation of cultural aspects of the rules package from the physical features, and because “race” has some unfortunate connotations, not to mention translating really poorly. In Finnish, the word is “rotu”, and if you use that outside of a fantasy role-playing context and aren’t referring to a breed of domestic animal, you will sound like a 1930s eugenicist who will now proceed to take measurements of the listener’s skull. That’s not a good look.

Another interesting thing I haven’t yet had the opportunity to explore in depth is the collapsing of multiclasses and prestige classes into the archetype system. I vastly prefer the archetype system over prestige classes and am wholeheartedly in favour of this change, as long as retraining rules are also included in the core (which they are). Multiclassing I am not so sure of, and I’ll want to give it a whirl before passing judgment.

Further thoughts as they develop.

Pathfinder 2E Announced

It’s the moment many dreaded, few lied to themselves would never come, and I guessed was soon to come when Starfinder came out. Paizo Publishing announced the second edition of Pathfinder. It’s to come out at Gen Con next year, preceded by a public playtest period.

For historical reasons, Pathfinder fans have a complicated relationship with new editions. The entire game exists primarily because Wizards of the Coast screwed up with the release of D&D 4E – and regardless of what you think of the game itself, how it was rolled out was a farce. There’s also the unfortunate tendency of online gamer communities reacting to the announcement of a new edition like a small tribe of invincible Gauls, convinced that the sky is falling and reacting by punching everything.

I’m not saying I haven’t been guilty of that, but it’s been ten years since I fought in the D&D 4E flamewars. I’m too old for that shit. I’d rather get worked up about a real problem.

Also, the game’s been around for ten years. Few role-playing games go as long without a new edition. Though Pathfinder fixed a lot of the issues of D&D 3E, it was still weighed down by the need to be backwards-compatible. As early as 2011, Erik Mona mentioned at Ropecon how he’d have liked to go further with the changes.

I’m also rather optimistic that Paizo remembers why Pathfinder exists and will maybe not screw this up. I’m optimistic that what they’ll deliver is going to be a better game that runs smoother whose math still holds up at higher levels.

It’s also nice that they’re dropping the word “race” and going with “ancestry”. I’ve been wondering when a major RPG would do that.

They’re doing the same thing they did with the original Pathfinder, and releasing the playtest rulesets as print books as well as free PDFs. The deluxe collector’s edition playtest rulebook may be overdoing it a bit but hey, nobody’s forcing you to buy it.

We don’t yet know a whole lot about what the game will eventually be like, but here’s Paizo’s FAQ on the topic and a Glass Cannon podcast where Jason Bulmahn runs Crypt of the Everflame that he’s converting to 2E on the fly.

Meanwhile, EN World is once again shouldering its age-old mission of informing the masses, and has opened an info wiki compiling and sourcing what is definitely known. In the months to come, this and Paizo’s blogs will be my go-to source for data. What some dude howls on Twitter or asserts on Facebook may be anything between actual fact and deliberate misinformation, and we’ve seen how anger and confusion rise out of fear, uncertainty, and doubt. Stay informed.

Passing the Torch in Pathfinder Society

Yesterday, I sent the following e-mail to Mike Brock, the head of Pathfinder Society.

After thinking long and hard, I have decided to step aside from the position of Venture-Captain of Finland and name my successors.

It has been a fun couple of years, but I have held it as a guideline in my volunteer work to never overstay a position. There comes a time when the challenge is gone, the work becomes routine, and a sense of complacency sets in. This leads to sloppiness and poor performance.

This is coupled with some changes in my life situation, leaving me with less time to dedicate to fostering the Pathfinder Society community than it deserves.
Rather than stick around and enjoy the perks and privileges, I feel the responsible thing to do is give the position over to someone who can tackle things with a greater motivation and a fresh set of eyes on how to do things.

To this end, I would promote the Helsinki Venture-Lieutenant Mikko Rekola to the position of Venture-Captain, and name the longtime Tampere game master Atte Kiljunen as the Tampere Venture-Lieutenant. They’re capable and active, fair-minded with a sense of responsibility, and get along with people probably rather better than I do.

I’m not going anywhere, and I will still be around as a game master, font of wisdom, player and organizer of my home convention.

It has been fun. Thank you for making it so.
So, no longer my bailiwick, and I won’t be seen wearing those bright red polo shirts at conventions anymore.
But yeah, it was fun. One just needs to know when to move on. I need to graduate some day, and I have actually paying (such as these things go) game design and translation work to attend to.
Next week, Archipelacon!

Ropecon 2014 – The Same Old Song and Dance

Last weekend’s convention, with a fortnight of breathing space (yeah right) after Finncon, was Ropecon, 21st of its name.

This year, I’d taken on a lighter slate of duties, refusing a con committee position in favour of focusing on Pathfinder Society. In practice, this resulted in organizing and supervising a 34-table slate of Pathfinder Society games, including overseeing an eight-table Siege of the Diamond City special, and participating in two different presentations. I was still less busy than during my con com years, though.

The kill list of the weekend's Pathfinder Society games. Photo by Jukka Särkijärvi.

The kill list of the weekend’s Pathfinder Society games. Photo by Jukka Särkijärvi.

Friday was the busiest part of the con for me. I had to get the Pathfinder Society games going with seven GMs starting in the beginning slot, do both my presentations and in general get attuned to the convention.

The first part of that was the easiest, really. The GM desk, under the leadership of Arttu Hanska, was helpful and energetic in a way that I can only hope it was under my management, and made its new placement in the Takka-Poli-Palaver corridor work. Had to do some wrangling and one game started late, but all the first-slot games eventually went off, all the GMs got their paperwork in order and I could head off to do some final planning for my first presentation.

Well, I say my, but in reality, there were three of us. Along with Teemu Korpijärvi and Joonas Katko, we had a 105-minute talk about the British Empire, its reasons and history, and how those elements might be adapted for use in roleplaying games, titled “Guns, Germs and Tea”. Teemu talked about exploration and seafaring, Joonas talked about warfare and famous battles, while I discussed colonialism on the ground and how “the evil empire” is really a tautological phrase. It apparently went rather well, we got a lot of positive feedback, and it should be up on YouTube at some point for you to enjoy and me to curse every pause and “um” that I mumbled into the mike. Here’s a link to our slides. They’re in Finnish, but the bibliographies at the end should be useful for everyone.

Following on the heels of the British Empire, there was our presentation about the next really evil empire poised to dominate land and sea, Myrrys.

Myrrys

So, last year I started working with the small Finnish game publisher Myrrysmiehet. Myrrysmiehet is the outfit behind such games as the pirate-themed storygame Hounds of the Sea, the concept games LGDS and Swords of Freedom, last year’s Lands of the West (Lännen maat, written by Risto Hieta) about the Egyptian afterlife, and the most recent and ambitious project, Children of Wrath (Vihan lapset), a bleak, dystopian science fiction RPG about a world taken over by totalitarian aliens, who keep the population illiterate and easily controlled. It runs on the Flow system used by Stalker. This year we also released another one of Risto Hieta’s games, The Agents of Mars (Marsin agentit). In addition to myself, the Myrrysmiehet were Ville Takanen and Jukka Sorsa.

Then there was this another Finnish small game publisher, Ironspine, comprising the gentlemen Miska Fredman and Samuli Ahokas. They are responsible for making such games as the space opera Heimot, the occult action game ENOC – Operation Eisenberg, and the fantasy parody Legends of Generia. Most recently, they produced the frankly gorgeous family RPG Astraterra that got everything it asked for and more in its recent IndieGoGo and is, in my view, the prettiest role-playing game product to have been released in Finland.

There’s also this third outfit called Ironswine, guilty of The Fly (Kärpänen) and most recently the most awesome RPG in the history of awesome RPGs, Strike Force Viper. It’s a postapocalyptic action RPG set fifteen years in the future, after the Fourth World War, in 1999. The relationship between Myrrys and Ironswine is hard to define and slightly embarrassing for all concerned, so I’m not going into that right now.

Anyway, it so happened that the gentlemen of Myrrysmiehet and Ironspine alike took a weekend retreat to brainstorm games and playtest new material last winter, and the idea was floated that we should merge.

No, not like that, you perverts.

The idea was deemed to have merit, and looked good even once we’d sobered up. Our philosophies in game design are similar, there was a history of cooperation, and surely five guys can get more done than two or three. We then spent a while drafting plans and talking a lot, and made the final announcement at Ropecon.

Purveyors of fine role-playing games and terrible humour.

We also discussed our upcoming products. We have plans to release everything in both English and Finnish, starting with the Astraterra English translation which I’m raring to get my hands on and should be out in time for December. Also upcoming is Robin Hood, another family RPG, which is another short-term goal. There’s also a bunch of long-term projects whose priorities are subject to change as whim and mood takes us, but among those are Ville’s deckdrafting card game The War which is beautiful and atmospheric and has solid mechanics and just needs a crapload of playtesting so that the damn Conclave stops winning all the damn time, the second edition of ENOC which Jukka Sorsa and I are provisionally focusing on once Robin Hood is done.

There’s also those Ironswine dudes who are kinda suspicious and I really don’t trust, but they’ve got a game called Sotakarjut that I’m really, really tempted to translate as War Pigs, and Strike Force Viper, which has been pegged for further development.

More information forthcoming as stuff gets done. Once we have something to sell in English, we’ll be opening a DriveThruRPG storefront.

The Rest of the Convention

The last of my real duties at the convention was overseeing the Siege of the Diamond City Pathfinder Society special scenario, which we ran for eight tables. The job of the overseer GM in a special is easier than it sounds – it is just about keeping track of time, calling act breaks as they occur, and tallying results as they come in. It did require me to stay in the game room for the whole of the third act, though, which was slightly inconvenient and I must remember to draft myself an assistant GM for next time. The sweltering heat, associated requisite fluid intake and the resulting bathroom logistics were a thing. Fortunately, at least I had the foresight to request a microphone. Last year’s module had me shouting myself hoarse.

Siege of the Diamond City in full swing. Photo by Jukka Särkijärvi.

Siege of the Diamond City in full swing. Photo by Jukka Särkijärvi.

I must say, I thought the scenario went quite well. In my view, it is thus far the best of the multi-table specials released for the campaign, featuring interactivity between tables and level ranges, a suitably epic plot, and a chance for every table to affect the outcome. As it stood, the valiant and resolute Pathfinders emerged overwhelmingly victorious against the demonic horde.

Well, I thought that was the last of my duties. Remember that Finncon report from two weeks ago? The one with the dancing? Well, the editor of Conteksti, the Ropecon conzine, was in the audience, and decided to do a comic strip. The strip, for those of you unable to read the lines of anyone except Jim Raggi, features a bunch of Finnish game designers and publishers discussing the state of the horse, interrupted by the appearance of an Astraterra crowdfunding backer benefit of a flying galleon and my song and dance show.

Note: This is not an actual Astraterra backer benefit, nor will it be.

After it was printed, there was only one way things could end. I expect the video of the closing ceremony will be out around a year from now. That is the length of my reprieve.

All in all, I deem it a very successful Ropecon (as does the treasurer – at 3,933 visitors, we fell 13 short of breaking the record). I had fun. I met all the old friends I never see anywhere else. I got some books. I even had time to play games. I got my ass kicked in a sumo suit.

Me in a sumo suit, during a rare upright moment. Photo by Peksu Järvinen.

Me in a sumo suit, during a rare upright moment. Photo by Peksu Järvinen.

However, as all good things, it had to come to an end, and as ended Ropecon 2014, so ended the convention’s time at Dipoli. Probably. The Dipoli conference centre, famously described by guest of honour Jonathan Tweet as a building designed by Cthulhu, has been the home of Ropecon for over fifteen years. The convention has taken on the shape of its venue, and the surrounding businesses have adjusted themselves to accommodate us and profit from our presence. Seriously, the grocery store next to Dipoli has a clause about working nights solely because during Ropecon, they’re open around the clock.

And now, they’re renovating it. The renovations will begin sometime next year and will likely take it off our hands for the next two years. After that, we are not sure if the venue is still suitable for our needs or if changes will be wrought. It is time to look for a new home. We do not yet know where it will be, but we do know that it will be somewhere. Ropecon will happen in 2015, and 2016, and all the years to come.

And now for a smattering of links.

What I did not have time to do was talk a lot with the guests of honour, Privateer Press’s Jason Soles and Luke Crane, he of Burning Wheel and other roleplaying games. Fortunately, for that purpose we had interviewers and intrepid cameramen. The GoH interviews were the very first things from this year’s convention to be edited and uploaded to our YouTube channel. The noise in the background is the convention’s afterparty.