Playing ALIEN, or, How I TPK’d the Entire Party

The ALIEN Roleplaying Game came out in 2019 from Fria Ligan. It was a bit of a surprise – on one hand, it felt like a likely very expensive, major license, but on the other, there was also the feeling that the more recent, very unfortunate movies had kinda killed interest in it. Certainly, I felt like that Alien’s very specific mode of survival horror in space was perhaps too narrow a frame to support the classical approach of putting out a big rulebook, adventures, sourcebooks, and an introductory boxed set. That’s the stuff you want in a long campaign, but long campaigns imply characters stay alive. This is Alien. People don’t do that here.

However, Fria Ligan makes quality stuff, so when the opportunity came to play, I jumped on it. Also, it’s not as though there’s anything else to do these days than play roleplaying games online.

We played the Starter Set’s introductory adventure Chariot of the Gods. The venue was Foundry VTT, where you can buy modules with all the necessary stuff already set up. I find it helps getting used to a new system when the VTT does half the work for you and tells if your roll was a success or a failure. Voice and video we got through Discord. Playing virtually also had the crucial advantage that we could send secret messages to the Game Mother without the other players seeing us pass notes, which can be a very important part of ALIEN.

ALIEN uses Fria Ligan’s house ruleset, the Year Zero Engine, used in Mutant: Year Zero, Tales from the Loop, and the rest. Basically, you roll a pool of six-siders and sixes are successes. Failure is very common, which fits some games better than others. It fits ALIENs desperate survival horror very well.

The following, of course, will have SPOILERS for Chariot of the Gods. Proceed at your own risk.

ALIEN has two game modes, Cinematic and Campaign Play. Campaign Play is exactly what it sounds like, while the Cinematic mode has pre-written adventures with pregenerated characters, each with their own secret agendas. They’re long enough for a one-shot or a mini-campaign, and at least Chariot of the Gods lived admirably up to the “Cinematic”. The first session, our approach on a derelict ship in the dark between the stars, our exploration of its frozen corridors and disused laboratories, was straight out of the movies. Of course, this was also because that’s what we as players were there to do, so that’s how we played it. The characters were archetypical and easy to fall into – the crew of the Nostromo, basically.

We also observed a shift in style in the later sessions. After we had explored the ship, the fear of the unknown dissipated, and once we had fought some monsters and discovered them to be dangerous but killable, we went from playing Alien to playing Aliens, as it were.

The scenario also had an act structure, which governed the characters’ secret agendas that shifted as the situation escalated. Some of the goals were mutually exclusive and drove player-versus-player conflict. The corporate liaison, for instance, is pretty much Burke from Aliens. Oh, and one of the PCs is a secret android (because of course there is a secret android!) whose Act III agenda was to kill everyone who knows too much and stop any xenomorph crap from reaching Earth. Which I then proceeded to do. I think that was the first time I’ve effected a Total Party Kill from a player position. And it was total, since after shooting the corporate liaison and putting the other two crewmembers in cryostasis, I started the ship’s self-destruct sequence. No survivors, great game.

It was interesting to play a game that not only allowed lethal player-versus-player conflict, but was also designed to spark it. The Cinematic modules are such self-contained stories that they can allow for frequent PC death. There are also plenty of NPCs that can serve as replacement characters, and Story Points carry with the player and aren’t lost when your space trucker gets disembowelled by something that came out of the air duct.

One thing I am not entirely certain about was how the android worked in the narrative from the viewpoint of the other players, because our debrief was very brief indeed. From my point of view, it worked well, because I knew all along that my character was a synthetic, with double sets of agendas. For the other players, it just suddenly turned out in the third act that the roughneck Cham isn’t Cham at all but a synthetic, and then he shot Wilson and told his name was really Lucas, and then the story was suddenly over. I think there was little in the way of foreshadowing, apart from some players having realized that one of us must be a secret android because this is ALIEN and there’s always a secret android.

I think ALIEN also somehow redeems Prometheus and Alien: Covenant. I do not think they are good movies (to be frank, I think they should’ve quit after Aliens). However, Prometheus has a mythological gravity to its setting. While it doesn’t really work in the context of the previous films in the franchise and feels like Ridley Scott pulled it out of his hat, the ALIEN Roleplaying Game uses that mythological aspect to great effect and synthesizes it with the bug-hunting marines and space truckers of the original movies. Your crew may be just working joes hauling stuff from one colony to another for a paycheck, but they are doing it across the awful majesty of deep space. You might be a down-to-earth colonist on the final frontier, just wanting to make a living, but that earth is not yours. There are terrible secrets at the edges of the galaxy older than life on Earth, and they do not want to be discovered. Alien didn’t need to ask the question of why the xenomorphs exist, it just needed to have them there so hijinks could ensue. Prometheus… also really didn’t need to ask that question, but it did, and that’s why we have a setting to explore. I’m not sure we had that before Prometheus. Certainly the previous attempt at making an RPG of the franchise flopped hard. Then, the 1991 Aliens Adventure Game was also based on the ruleset of Phoenix Command, so it was never destined to widespread appeal.

I kinda want to run this myself, now. The idea of a longer campaign appeals to me less and I am already running three of those, but a series of adventures in the Cinematic mode, with conflicting character agendas, chaos, carnage, and few survivors, sounds just great.

My Worldcon Schedule

Dublin 2019 – An Irish Worldcon kicks off next week. I’ll be in town from the 12th through the 20th, and this time around I’ve also been put into a handful of panels. This is all still subject to change, and I may end up also running a tabletop RPG session somewhere in there. But this is it for the moment. Come and say hi!

Thursday:
10:00 Retro Hugos discussion
Panel 50 minutes CCD: Wicklow Hall-1
The Retro Hugo Awards honour works published after 1939 during a year for which no Hugos were awarded. This year the finalists have been drawn from works published in 1943 which would have been eligible for the 1944 Hugo awards, had they been held. The panel will discuss the finalists and where they fall in the overall history of SFF.
Heidi Lyshol (M), Robert Silverberg, Jukka Särkijärvi, Graham Sleight, Jo Walton

Saturday:
15:30 Running a post-apocalyptic convention
Panel 50 minutes Point Square: Stratocaster BC
When society breaks down and we no longer have technology or infrastructure to help us, how can we run an SFF convention? What would we even talk about if there are no new books, films, TV shows, or even the internet? Join our panellists as they come up with absurd and sobering ideas for running a convention after the end of the world… which we hope won’t be next week.
Heidi Lyshol (M), Norman Cates, Isabel Schechter, Jukka Särkijärvi

Sunday:
16:00 Dealing with crisis in conrunning
Panel 50 minutes CCD: Wicklow Room-2
Your hotel contract doesn’t actually say what you thought it did. A Guest of Honour goes missing. None of your laptops can run a crucial presentation. What crises have our conrunning panellists experienced, how did they handle them, and what plans do they recommend for preparing for the unexpected?
Dr. Deb Geisler (M), Kris “Nchanter” Snyder, Jukka Särkijärvi, Liat Shahar-Kashtan, Gérard Kraus

Monday:
15:00 Bringing the Worldcon to a city near you!
Panel 50 minutes CCD: Liffey Room-2
Having a splendid time at Dublin 2019, an Irish Worldcon? Want to bring a Worldcon to a city near you? Our veteran conrunners will walk you through the practicalities, to set you up for success in bidding for, and then running, your future Worldcon.
Janice Gelb (M), Helen Montgomery, Alan Stewart, Vincent Docherty, Jukka Särkijärvi

Odysseus, Part II: War Stories

This is the second half of my Odysseus larp report. For Part I, see here.

The first post covered the basics of Odysseus, which I will not repeat here. In this post, I talk about my personal experience and the story arc of my character. This is by necessity a narrow perspective. The game had 312 players over three runs. The text reflects my experience and is neither meant to nor can it invalidate someone else’s.

This will be very long. Grab a drink or something.

It was a very large game and different character groups had completely different experiences to a greater degree than I’ve seen even in larger larps. I have no idea what it is the engineers actually did, didn’t understand the depth of medbay’s work until I saw the photos of them pulling parasites from someone’s arm, only heard about the Zodiac crime organization after the game, and so on.

You don’t see this on House. Photo by Mira Strengell.

Protector Jardan of the Velians

My character was Mission Commander Jardan (to the EOC), or Protector Jardan (to their own people). They were a leader of the Velian character group. In postgame conversations the Velians have been described as “space elves”, “space hippies”, and “hippie space elves”, but really none of these are good analogies (though I am reliably informed that their spiritual leader, the Guardian, was indeed “Space Jesus”). I’m not sure there is a good analogy. While you could make a case for bits of the Velians being inspired by certain sci-fi and real-world cultures, they’re more or less their own thing. There’s maybe a dash of Star Trek’s Vulcans in there. They were an offshoot of humanity dwelling on the inhospitable planet Velian in a single city built by an ancient alien species, covered by an energy dome that made the environment liveable. Their science and technology were far beyond what the EOC had, though they did not have spaceships.

Their society was basically a kind of spiritual gerontocracy, with the oldest members of the Protector caste forming a ruling council known as the One Percent. Other castes were Healers, Shields, Sentinels, Ambassadors, Mechanics, Labourers, and so on. Technically above the Protectors was The Guardian, the mysterious figure who was not quite a god, but maintained the dome. The Guardian was an alien, which the Velians knew and would be revealed to the rest of ESS Odysseus during the game.

Because city-sized environment domes don’t make population growth a great idea, they had adopted the lawfully-mandated practice of using implants that suppressed romantic feelings or lust, and procreation was clinical, controlled, and performed with extracted genetic matter and womb tanks with no need for physical attraction or messy coitus. In a workshop before the game, we also agreed that Velians would always refer to each other as “they”. To them, gender mattered little.

We started our game stranded on Velian with some EOC crew, in a blackbox. You can see the blue he/him pronoun pins on Jardan in the centre and Commander Rowen on the right. Photo by Mira Strengell.

As a note on design, we were all given unobtrusive pronoun pins to go with our name tags. During the workshops we had out-of-character name tags. During the game, military characters had their names on their uniforms, while civilians had ID cards that it was recommended we wear visibly. Their design was not entirely ideal since the type was fairly small and I couldn’t always read the name even when I was talking to the person. Fortunately, I have a pretty good memory for larp character names – except for the Velians, some of which I never managed to memorise.

Protector Jardan was old. At 68, they were the second-oldest character in the larp after The Guardian, who was an alien being so old that age became meaningless. They were also a member of the One Percent. Jardan was very much a traditionalist, set in their ways, and as much of an authoritarian as the consensus-political system allowed. Their faith in The Guardian was deep, and they were Jardan’s only confidant. Jardan was rather like a distant father to his people, especially during the game when his entire peer group had just died.

The Waiting Game

As the game began, the energy dome on Velian had been shrinking. The One Percent had concealed this from the people of Velian to avoid mass panic, but finally, rather too late, sought to evacuate the planet. Jardan had been the leader of the delegation and had been off-planet to negotiate for aid with the EOC when the dome finally did collapse, coincidentally at the same time as the Machines attacked the EOC. They started the game stranded back on Velian with the remnants of two different EOC naval crews and the last survivors of Velian, in an ancient spaceship whose life support systems were functional but hours away from breaking under the strain. (Long story.)

The ship was a large classroom that’d serve as the offgame sleeping area once we were done using it. As is visible in the photo below, it was rather more symbolic than the rest of the larp’s set design, with school furniture, and mattresses on the floor. The lighting did a lot, though.

A Velian standoff. Photo by Santtu Pajukanta.

The first five or six hours of our game were about fixing the communications systems so a distress call could be sent, boosting the life support what little we could, talking with one another, and waiting.

Jardan was overjoyed to discover that The Guardian had survived, and crushed to find out that these few survivors were all that was left of the thousand strong people of Velian. Entire castes had been wiped out. The only other member of the One Percent who still lived was Protector Omyr, who had survived grievous radiation burns.

I only realized around the time they were on their deathbed around three hours in that they were an NPC that was scripted to die. Down to 16.

Goodbye, Protector Omyr. Photo by Santtu Pajukanta.

The engineers figured out the technology and the medics tried to patch up everyone. We were all dinged up so bad that the start of our game got slightly delayed because everyone needed to get their wounds and injuries on. It was not a bad delay since it did not affect the game of anyone but us and we still got a good six hours of frustration and waiting before getting rescued. The design was purposefully such that we got on the edge as the life support ticked down.

Finally, rescue arrived, in the form of a team of gung-ho Marines and a cowboy shuttle pilot from ESS Odysseus. Six at a time, we were shepherded onto the shuttle and taken up to the ship. In practice, we were hustled out of the room, out of the side door of the school, into a van tricked out as the shuttle, and driven by some route to another door that led to the hangar bay. At this point, I fell entirely out of character. The dimly lit classroom had been nice and everything, but it was also very recognisably a classroom, and now we were getting a taste of the 360° illusion and high production values. I was grateful for my hood, because it could conceal that I was grinning like an idiot during the entire drive. We then went through the airlock and entered the Odysseus.

It was already late so there wasn’t much of a welcoming committee. Those needing medical attention (which, to be frank, was all of us, but there’s minor scrapes and then there’s severe radiation sickness) were taken to the medbay, we met Quartermaster Hayakawa and had our details taken so we could be issued ID cards, and around the time Doctor Peters called time of death on Researcher Fide, I realized we had another scripted NPC. Down to 15.

It was a beautiful ceremony. Photo by Mira Strengell.

We’d hashed out a decently complex memorial ritual for the dead in the workshops. Turns out there was a good reason. It was performed at least three times during the game.

Here, I had one of those moments. I do not, as a general thing, cry on demand, and it takes quite a bit of psyching up for me to produce tears. When the realisation hit Jardan that Velian was a dead world and they shouldered part of the blame, I did not cry. When Protector Omyr passed, I did not cry. When Researcher Fide lay there dead on the medical table, I did not cry.

And then, when at the lowest priority for medical attention, the scrapes on my hands were being cleaned, I figured “this would sting”, and that’s when my face started leaking full force. I played it as a collapse of Jardan’s leaderly reserve now that the immediate crisis was over and he could relax for a moment.

Cogs in the System

Odysseus’s nature as a clockwork larp soon became evident. The EOC characters all basically had their duties already set, either officially in one of the crew positions or unofficially as politicians or criminals or whatnot. The Velians came to this from the outside, and our first order of business was to get into the mesh. That was my priority as a leader both in and out of character – to get eyes and ears everywhere as well as prove to the EOC that we could pull our weight, and to get people play, respectively – and we very smoothly got our warriors into the Marines, the pilot into the cockpit, the physicians into the medbay, one person into Engineering and us political types into… position-type things. There was a lot of politics going on that Jardan took one look at, decided they were so far out of their depth they did not know which way was up, and delegated it to the Ambassadors. The one position they operated in was the War Council.

Shield Tarai and Protector Jardan having a serious conversation. They were all serious conversations. Photo by Mira Strengell.

The core experience of my game ended up being the burden of leadership, in trying to hold together the Velian group and find a way to keep their culture alive with fifteen people, many of them excitable youngsters. We also had the issue of the implants running out of power and the younger Velians feeling an entirely new spectrum of emotion, which Jardan disapproved of, especially in the middle of a crisis. I’ve never had so many conversations about procreation.

The other part of this was negotiating a place for Velians in the social, legal, and political structure of the fleet, which also involved keeping up The Guardian’s sacrosanct status. Velians were an independent nation, not citizens or subjects of the EOC, but we were all in the same boat now and had to move fast to get some security.

The Guardian, delivering an object lesson in appearing cryptic. Photo by Mira Strengell.

Of course, The Guardian’s true identity as an alien was one of the big secrets of the larp, and the narrative function of a secret is to be revealed. When the chips came down and orders came from up the hierarchy to get their medical information, the Odysseus crew was just too damn nice for that to happen. It was actually the Quartermaster of the Odysseus who came up with the idea of mocking up an innocent-looking dummy medical profile for The Guardian and running that up the flagpole to the Galaxy Commander, by dint of martial law the effective head of all humanity. This was called Operation Mushroom – “keep them in the dark and feed them shit”. Of course, the secret had to out eventually, but nobody got shot over it, despite all my strident invoking of 500-year-old cultural taboos and blasphemy.

Of course, keeping alive a culture of 15 people is not a goal destined for success, which was something Protector Jardan came to understand during the game. Though they counselled their people to adapt, Jardan realised they did not have the capability for it themselves, and in delegating responsibility, they made himself less and less indispensable to the Velians. Thus, when they were dragged from the deathbed of Aid Naethan to a meeting looking for volunteers to embark on a suicide mission and destroy the Machine mothership – which The Guardian was an important part of – the decision to stand up and take one for the team came very naturally.

Morituri vos salutant. At the microphone on the right, Captain Zeya Cook of ESS Odysseus. Photo by Santtu Pajukanta.

I’d never died in a larp before.

My last fifteen minutes of the game were sitting aboard ESS Starcaller, operating an alien cloaking device that allowed us to approach the mothership so we could blow up it up with an explosive device we had on board. Though there were pilots, a scientist and some Marines on board, we were a microcosm of five volunteers, paralysed by the machine, sharing stories and talking about mortality.

There was one of those perfect moments right at the end, when the countdown was already running. I’d been pressing the button on the cloaking device for fifteen minutes, and the situation was tense, so I was pressing it rather hard, and my hand began to shake. Opposite me, fellow volunteer Kerrie Ray asked: “Sir, are you alright?”

With a wan smile, my melancholic reply was drowned out by cockpit chatter and swallowed by the explosion: “No, I’m dying.”

We sat together in silence until the end of the game, listening to the cheers of the pilots coming back to the hangar. There may have been crying.

Trading Lives

There was a lot of dying, and a lot of that dying was some variety of suicide. The character of Tristan Fukui, the secret android and XO of the Atlantis, was scripted to space herself and come back. There was a suicide bombing whose circumstances I am somewhat unclear on. And then there was the last journey of the ESS Starcaller, a kamikaze mission to take out the enemy. We were not aware that taking out the mothership and the paranoid AI would, in addition to the Machines, kill every android on board.

The suicide mission was not the only possible end scenario, though it was the one that all three runs ended up with. According to the organisers, the other two possibilities were for the Odysseus to run and leave the fleet behind to be destroyed by the Machines, or take the mothership on in a straight fight and lose. While communicating with the AI was possible, success through diplomacy wasn’t in the cards. The AI, you see, had a bunch of human minds inside it so it knew how humans are. Odysseus’s image of humanity is a bleak one.

Before we embarked on our final journey, there was a scene where us volunteers took the stage, and The Guardian revealed their face to the whole ship, and gave a speech about what it was we were going to do: give our lives to end an intelligent species so that our own might live. The core message was that this was the endpoint of consistent failure of societies to live up to their own ideals. This was what fucking up looked like. “When you tell this story to your children, do not omit the mistakes, for it is there that the lessons lie.”

While we were flying out for our date with destiny, the civilians aboard Odysseus could watch the events unfolding on the large screen. As the mothership exploded, the androids died, and the final photographs of the larp paint a mournful picture.

Communications Specialist Ziva Callahan, the only known android at the beginning of the game. Photo by Tuomas Puikkonen.

Tristan Fukui collapsing. Photo by Tuomas Puikkonen.

Mourning Doctor Pearson. Photo by Mira Strengell.

Odysseus was never going to have a happy ending, and it was the greater work of art for it.


The Game Masters have published a blog post explaining larger story design decisions and spelling out a great deal of the background stories. It is very useful for context, and the “Final Words” section is vitally important.

These posts owe a great debt to the photography team of the second international run of Odysseus: Tuomas Puikkonen, Mira Strengell, Santtu Pajukanta, Ami Koiranen, and Henry Söderlund. I am deeply grateful that they have donated their time and skills to preserve glimpses of the magic.

Their full galleries can be found at larpkuvat.fi. The galleries of Ami Koiranen and Henry Söderlund are not yet public at the time of this publishing, but once they are, I may return to this post to edit in a few more appropriate shots. They captured their own share of gold.

Thanks also to Ninni Aalto for proofreading the first, vastly less coherent version of this text, and providing many helpful suggestions.

Header image by Mira Strengell.

Odysseus, Part I: I’ve Been to Space

As I start writing this post, probably well over a week before publication, my hands still ache from using crutches after I got shot in the leg by a robot soldier (the leg is fine). My left wrist still holds the white band that contains an NFC ticket, holding my medical information. Behind my ear is still a clump of hair and skin glue from my implant. It all feels very fresh, still.

From the 9th through 11th of July, I was at the larp Odysseus, which broadened the horizons of what larp can do. This is the first of two posts. In this one, I describe the production, while the second one will be about my personal story and closer analysis. As I was not involved with the making of the larp, my information is imperfect and I will gladly correct any errors that are pointed out to me.

To get into the mood, here’s the theme song, the EOC Anthem, by Hannu Niemi, Helena Haaparanta, and Mia Makkonen.

Odysseus was the first international blockbuster larp run in Finland. It was loosely based on Battlestar Galactica, with the serial numbers filed off. It took over two years of production before coming into fruition. I played the third and final run, where the last issues in technical execution had been ironed out. The way I’ve been hearing it, though, there wasn’t all that much to iron out. The team that created the larp numbered over a hundred volunteers in positions great and small. The lead producers were Laura KrögerSanna Hautala, and Antti Kumpulainen.

The initial setup was that seven days ago, a mysterious enemy called the Machines had attacked the EOC, a planetary nation state consisting of the planet Ellarion and the moons Osiris and Caelena. The decapitating strike had taken out all major cities. At the same time, the environment control dome of Velian had collapsed. The survivors of the human race were essentially all on spaceships. The first hours of the game were about coming to terms with the new situation and picking up survivors, all the while being harassed by periodic Machine attacks. The Battlestar Galactica episode “33” was a major inspiration.

The bridge, not in a crisis for the moment. Photographer: Santtu Pajukanta.

ESS Odysseus

The starship ESS Odysseus was constructed into the Torpparinmäki school in northern Helsinki. Over three weeks, the team built the interior of the school into a spaceship. The cafeteria became the mess hall and crew bar. The gym became the shuttle bay. Classrooms were turned into the Celestial Lounge, the War Room, the bridge, medbay, engine room, the Captain’s quarters, three in-character dormitories, and the hydroponics garden/greenhouse. In addition, there was the science lab, a freestanding structure that was built in the cafeteria. There were, of course, also dedicated GM areas, an offgame player area, and the offgame sleeping area that doubled as a blackbox for the planet Velian for the first few hours of the larp. Student lockers were concealed inside computer banks. Spaces were divided by freestanding walls. Existing walls were turned into bulkheads.

Covering visible walls served not only the purpose of making them more starship-like but also concealed a lot of wiring for speakers, the computer banks, and lighting. Everything was designed. The space was lit in the cold tones of sci-fi television – blues and greens, with a harsh white for medbay. The yellow and red alerts were exactly that. In the background, there was always the hum of the engine. The ship jumped once every three hours, and I’ve been to metal concerts with less bass. There were concealed banks of speakers whose low rumble was heard, felt, and if you happened to have a glass of water, seen. The engine room is a story all of its own. There was the jump engine, a huge device straight from a Syfy series, its control panels festooned liberally with blinkenlights.

An engineer at work. Photographer: Santtu Pajukanta.

The Tech

I cannot claim to understand half of the computer stuff and the public documentation only covers a part of it, but one of the news articles mentioned that at various points in the project, a total of ten coders worked on setting up the various computer programs used in the larp. I also did not personally engage with any of the systems except for the fleet intranet.

A civilian accessing the data systems. Photographer: Santtu Pajukanta.

Indeed, there were I think around ten laptop computers here and there in the corridors, the lab, bridge, and other locations that players could use to access the fleet intranet. What parts of it they could access depended on their user privileges. For instance, I wasn’t even a citizen let alone held an official position, so I got nothing but the bare bones personnel search, message function, news, and influence votes. Others could get into the artifact database, see people’s medical files and service records, and other cool stuff. I mostly used it to catch up on the news.

The news were also broadcast on larger screens in a few key locations such as the mess hall and the bridge. These screens had a rotation of the most recent news items and a clock counting down to the next jump.

Then there was all the spaceship stuff. ESS Odysseus’s bridge and fighters worked on EmptyEpsilon, an open-source spaceship simulator based on Artemis that the team had further refined for their needs. The simulator has six different player positions for different bridge officers – the Captain, Helm, Engineering, Science, Relay (or Comms, if you will), and of course Weapons. The Captain has no actual controls except her voice. It’s her job to tell everyone else what to do and keep the ship flying.

The fighters, placed in separate stations in the hangar bay area, ran just Helm and Weapons. The fighters were thus two-seaters, though I heard that one of the pilots flew at least one mission solo, controlling both stations at once, in the best tradition of hotshot rockstar pilots.

Pilots talking to a navigation officer. Photography: Santtu Pajukanta.

Then there were the NFC tags used and scanned by Engineering, the scientists, and the medics. There was a mobile app called HANSCA – short for “hand scanner” but also homophonous with the Finnish word for “glove” – that could read NFC tickets on wounded people, alien technology, and broken stuff. Every player also had an NFC ticket on a white wristband that contained their character’s pertinent medical data, such as whether they carried a certain genetic mutation that allowed them to use Elder technology. Seriously wounded characters had NFC tickets strapped to their wrist, which would reveal more serious injuries when scanned with HANSCA. Some of the engineers’ tasks likewise relied on scanning NFC tickets in certain places on the ship and then solving some kind of minigame or puzzle. One of them was described to me as a Flappy Bird clone about piloting a maintenance drone.

The science lab, sciencing the hell out of a thing. Photo from the first international run. Photographer: Santtu Pajukanta.

The most mind-blowing thing, though, was that it all worked. The systems were stable and there were no catastrophic failures. While of course things were fiddly and runtime adjustments were needed, EmptyEpsilon did not, for instance, decide to crash in the middle of an epic space battle. The only time the data systems were down was during a jump when they were supposed to be down. The only time I saw a program not do what it was supposed to do, it was Discord, of all things. It may feel like I am belabouring the point, but this does not happen. It’s long been a truism that relying on your software to do key things at your larp is a recipe for embarrassment at best and disaster at worst. Odysseus had a variety of systems and they all just worked from the first run.

Her Crew

The mess hall. Note the freestanding structure of the science lab on the left. Photo from the local run. Photographer: Tuomas Puikkonen.

Then there was the actual character writing and game design of the character groups. Odysseus has been described as a “clockwork larp”, in the sense that different character groups performed their duties at their workstations, reliant on other character groups to get their work done, and thus the game advanced. Engineers prepared the jump engine for a jump to a new location, which was then plotted out and executed by the Bridge. The Armoury would equip the Marines, who’d be shuttled down to a planet and end up in a firefight more often than not. They’d usually recover an ancient beacon. Wounded Marines would get dragged to the Medbay to get patched up or have parasitical worms cut out from them or whatever, while the beacon would be hauled off to the Science Lab for the Scientists to puzzle over. Once the Science Lab had figured out the coordinates for the next beacon, the Machines would usually be breathing down our necks, so the Bridge would be scrambling the Pilots to keep them off. Hopefully the Engineers by this time had repaired whatever had been damaged in the previous jump and prepared the jump engine to get us he hell out of Dodge.

There was also a bunch of politicians, criminals, and other civilian refugees from EOC and the planet Velian keeping things interesting in the meantime.

While Velians and other civilians were to supply their own props, characters serving in the EOC fleet had rental costumes – jackets for Bridge officers and Medbay, overalls for Engineering and Pilots, tactical vests for Marines, lab coats for Scientists. They also had name tags on them. In fact, all characters received an in-character name tag, though the ID cards of the civilians were in too small a typeface to read without conspicuous peering.

The Medbay got pretty graphic at times. Photo from local run. Photographer: Tuomas Puikkonen.

The character writing was top-notch. In the Finnish style, the character briefs were individual and on the long side. Mine clocked in at eight pages, plus another eight pages of Velian cultural brief. I also apparently ended up playing out the exact character arc that the character’s writer had had in mind for my character. Notably, this arc is not readable from the brief. As the plot of the game was reliant on surprises such as who are the hidden androids, the briefs were not readable ahead of time for all players. I am given to understand that they will be made public eventually.

The larp was extensively documented by photography teams. Most of the photographs are still in post-production or under embargo, but some sets have been made public. They can be found at Larppikuvat.fi, and new photosets will be added there as they become available. Also, as certain photosets from my run of the game are released from embargo, the photos in this post are subject to change.

Jaakko Stenros, who played in the first international run, wrote a long post analysing the clockwork nature of the game as well as its themes. Of course, I played a different run where some key pieces fell very differently, and a different character from his, and though I agree with a lot, my experience was fundamentally different. And that will be the topic of the second half of this post.

Velians having a meeting, with yours truly as Protector Jardan in the beard and the white robe. Photographer: Santtu Pajukanta.

My Finncon Program

Convention season is upon us!

Well, it’s been upon us for over a month now. However, Finncon is this weekend in Turku. It’s the major sci-fi convention in Finland on years when we don’t all do irresponsible things with our personal schedules and run a Worldcon. Finncon’s got awesome guests of honour, the authors Lauren Beukes and Maria Turtschaninoff, and the academic GoH Merja Polvinen.

Because I’m bad at saying no and panels are easy, I’m on a bunch of things this year.

Saturday

  • 12:00-12:45: Namedroppauspaneeli (or, The Name Dropping Panel): Wherein I moderate and Nina Niskanen, Marianna Leikomaa, Sari Polvinen, and Leila Paananen tell you what English-language sci-fi and fantasy you should be reading right now. Ostensibly in Finnish but the notes I’ll be putting up during the panel will be in English.
  • 13.00-13.45: SF and Fantasy in Musical Theater: How do science fiction, fantasy and horror translate into musicals? Hamilton’s been all the rage recently, but surely there are other examples of SF musical theater as well? A presentation by Marianna Leikomaa, Sari Polvinen, and Jukka Särkijärvi.
  • 14.00-14.45: Kirja tulee kirjan luo: Wherein Shimo Suntila moderates and Jukka Särkijärvi, Sari Polvinen and Boris Hurtta discuss the ways and means of book collecting. I swear, I’m by far the newbie on that panel and I have around 3,500 titles. Only in Finnish.
  • 16.00-16.45: The Masquerade: A playful masquerade show that I host, as is tradition. Bilingual. Signup is still open. The award ceremony is at 21:00 at the Koulu restaurant.

On Saturday evening, starting at 19:00 at Koulu, there’s also the collective release party for a total of six different sci-fi, fantasy, and horror titles. I have a short story coming out in the anthology Valitut, which is nice.

Sunday

  • 13.00-14.45: The Hugo Panel: The panelists talk about this year’s Hugo finalists: what’s good, what’s bad and what’s ugly. Have the recent changes in the Hugo nominating process had an impact on what makes it to the final list? Sini Neuvonen, Marianna Leikomaa, Tommy Persson and Jukka Särkijärvi.

Come and see us talk smart things! Come and say hi! Or not, no pressure!

Ropecon in two weeks!

Cons Ahoy! Ropecon and ConQuesT and Tracon, Oh My!

May has begun, and the convention season is kicking off in earnest.

Next week, from Friday the 15th through Sunday the 17th is Ropecon, the eminent gaming convention in our country, now for the 22nd time. It is atypically in the spring, since our conference centre Dipoli is getting renovated into office space and we’re forced to look for new digs. (Look for an announcement at the con!) The Finnish Pathfinder Society will be out in force once again. This season’s multi-table spectacle is Legacy of the Stonelords, kicking off at noon on Saturday. I’ll also be running a table of We Be Goblins! on Sunday, but apart from that I’ve kept my schedule fairly clear. The pre-convention party coincides with my 30th birthday, too…

I’ll have a scant few days to recover from Ropecon before I must hop on a plane, and head to Kansas City, Missouri, for ConQuesT. My job there will be to represent the Helsinki 2017 Worldcon bid. Yes! I am crossing the Atlantic in order to tell America what an awesome convention we would put together! Since I am aware that many of you will probably not be coming to Kansas City just for the pleasure of hearing me bloviate, I’ll put together a larger post about this soonish.

I will also be saying hi to George R.R. Martin, who’s following me to Finland a month later for Archipelacon, June 25th – 28th. I’ve signed up to talk about something, but I’ve yet to hear back from them if they want to stick me on a panel or what. Archipelacon is unfortunately sold out, but if you’re one of the lucky ones to have scored a ticket, come and say hi.

Later in the year we’ll also have the Tampere Role-Playing and Anime Convention Tracon in early September, its spinoff gaming convention Tracon Hitpoint in late November, and of course in August, Sasquan, the Spokane Worldcon. I am as yet uncertain if I can make it there. It’s awfully far away. Am trying, though.

This looks like the rest of the year’s conventions for me, though there’s always other stuff that comes up. I’d have liked to get to ConFuse, in Sweden, but turns out I’ll be in Salzburg watching opera. Unicon in Riga, is another possibility that’s been bounced around and would also be remarkably cheap to get to.