Showing posts with label Finnish products. Show all posts
Showing posts with label Finnish products. Show all posts

Wednesday, 10 August 2016

Syöksykierre-Nick available at Hiidenpeli

D-oom Products now has his first publication available at a game store! Hiidenpeli is great, they don't only have a webstore, but they also actively go to events and cons and actually play games with their customers. How cool is that!

Available at:
Hiidenpeli
D-oom's HOLVI

Syöksykierre-Nick is a Finnish storytelling game of old-fashioned stories of heroes. It does not need dice except for some random tables for inspiration and is extremely rules light. Author is Risto J. Hieta, who has worked for games industry as a writer and games designer. Artwork is from professional artist Hans Zenjuga. Publishing and layout by Thaumiel Nerub.





Tuesday, 15 December 2015

I got interviewed by Limun Ropellukset

You can find the original Finnish interview here:
http://iimu.kapsi.fi/limunropellukset/archives/4357

Google translate doesn't handle Finnish well, and translated version is missing all the pictures. Translated interview can be found here:
Longlink shortened


Saturday, 12 December 2015

Interview: Joni Heinonen RPG youtuber and illustrator from Finland

Joni Heinonen is a gamer from Finland who also hosts Finnish Youtube video series called Ropetupa (referred as RP Lodge in the interview) and illustrates comics and various roleplaying games (including Dragon Union).

What is your story? As a gamer and an illustrator?

Let me answer to the illustrator- half first: I drew the Moomin's Animated Series' Groke when I was four, into a cardboard box. So that was my first drawing I ever made. I also like to make comics, or graphic novels.
The story of Roleplaying gaming is a bit more complicated: At the turn of the millenia I was bored, so I read Pelit-magazine, where I noticed an interesting article about someone's first LARP.
Article was written by Nordic, I read all the other articles in brevious magazines. Slowly the world of RPGs opened to me, and I bought Cyberpunk 2020, and never looked back.

Joni Heinonen with his first RPG.
You are one of the few rpg youtubers in Finland. What pushes you to create videos instead of more traditional blog writing?

I first got the idea to do vlog, when I watched Lazy Game Reviews, it had a laid-back attitude which inspired me to do something similar. But I didn't want to make a channel about videogames because those are so common in YouTube.
So, I decided to make a channel dedicated to RPGs, because I knew much about the subject.
Other RPG styled videos that have inspired me have been TtheWriter's D&D Stories and Counter Monkey.

Is it hard to come up with topics for your videos, or do you have a big pile of "to-do's"?

Christmas episodes are really difficult to make, because there are very little Roleplaying games that has holiday-theme. Otherwise I have ideas for the next year at least. Subjects for videos comes to me mainly by looking at my bookshelf.

How hard is it to get feedback for your videos? What is the force that makes you continue? What is it that makes this "your thing"?

Feedback isn't that common, but when someone comments my work, I feel like the king of the world. That makes me want to continue.
I want to think RP Lodge as an channel for newbies, who are on the fence about the hobby, and as an RPG Chronicle for future generations. Maybe that is the my "thing" because it is unique, at least in Finnish language area.

Your channel is currently in Finnish. Have you got anly plans to break internationally?

I am currently planning to review the Age of Tempest as an "international" -episode. Depending on how well that goes, I may start to make English videos in addition to Finnish.
Of course Age of Tempest has to first come out.

I've noticed luring you that you're also some kind of a collector. How much you use the material that you acquire?

I have only collected for a couple of years now. Surprisingly, my collecting really started when I got a girlfriend (my wife nowadays). Other than Vampire: Requiem I have played everything that I have in my bookshelf. If I am not going to run the game, I won't buy it.
Furthemore I like to read every book I have, so I don't buy collector's items or something that I want to sell for a better price.

Do you prefer being Game Master or a player? What is your gaming style, what kinds of games do you like?

Definitely as a Gamemaster. I like to run story-based games, where players still have the power to affect to the story. I like games which have elegant rules and the possibility to do other than just hit an orc with a sword.

What is your favorite system and why? Is it something you've found later or been there from the beginning?

My previous favorite, Cyberpunk 2020 has been replaced by Pathfinder. I like in Pathfinder how much tools it gives to players and gamemasters.
I know Pathfinder at least from my second game I ever purchased: D&D 3rd edition.
D&D is apparently some kind of requirement for a roleplayer.

What tips you've got for beginner youtubers who would like to create gaming/geek videos?

Don't say and think should you do this, at least try, then hesitate.
I have to say also that the quality of audio is way more important than the quality of the video. Don't use the camera's mic if possible.
You shouldn't do what everyone else does, do what is important to you, find your own "thing". If nothing else, do reviews from obscure toys from 90's if you can't think anything.

Roolipelitupa's studio.

If someone wanted collaboration with you, get visibility in your video or get your illustration for his material, how should he proceed with you and what bribes you need?

You can contact me through my e-mail: ropetupa@gmail.com.
I have thought about making cross-overs with other Finnish 'Tubers. But for now, I am going to work alone. Best way to get your product reviewed is to send it in a physical form. PDFs are left at the bottom of the list.
At the moment, I will work for free for Finnish RPG makers, it will change if there is too much people who want to get my work, of course. But my prices aren't high, just some couple of tens.

Thank you for the interview! Your video channel is always a joy to watch. It's refreshingly cheery. What would you like to say for the readers of this article in the end of the interview?

Nerdness, favors the nerd!

Friday, 11 December 2015

Interview: Miska Fredman from Ironspine

Miska Fredman is Finnish rpg writer and publisher from Ironspine. Under his belt are games like science fiction rpg Heimot and family rpg of science and fantasy Astraterra. In works are English translation of Astraterra, post-apocalyptic Mythos game Chthonian Highways and re-imagined version of Heimot called Hyperstorm.

He has recently started Patreon focused on scifi maps.

I wanted to ask him few quick questions, and here they are, answered!



How did you start writing games? Who are your greatest influences?

I think I was 13 or so when I got my hands on Megatraveller. I bought it from my friend and it was all in English, but the little I understood at that time got me so excited about the game that I decided to read it with English-Finnish dictionary on one hand and Megatraveller on the other hand. I think it was during that process when I thought for the first time that one day, I want to write a roleplaying game. Back then I thought I would have to move to US to do that, but fortunately things have changed quite much since then :)

Its really hard for me to name certain designers as my influences, but I can name a few games. Megatraveller was my first scifi RPG I played and it influenced me a lot. Later I happened to try Mage from White Wolf and that really hit the sweet spot for me. I still think the skill and ability ratings as dots and dots as dice is one of the biggest innovations for the RPG "interface" design. Since then I have played a lot of different games, but there has not been any great revelations after the Storyteller system. But dont get me wrong, I think there are some really game changing new systems out there, but I'm kind of a visual person myself, and that's probably why I find the Storyteller system so pleasing for my taste.



You are extremely talented, creative and productive mapper and I don't understand how I just recently found out about that skill of yours. How long have you been mapping, and have your maps been published anywhere before your Patreon?

Thanks. My Finnish genes have difficulty to accept such compliments :) But to be honest, the inspiration I had for drawing maps was a bit of a surprise for me too. I have always liked drawing maps, but over the course of last ten or so years, my map drawing retarded to drawing a few quick scribbles on a paper while playing or just before that. I remember seeing some of +Dyson Logos' maps a year or two back and I really liked some of his more complex maps.

When making a map, I might start with a simple idea of the place or theme, but as I start drawing a story starts to take shape in my mind. I try to think of possible interesting scenarios that might take place on the map. I consider a map successful if they inspire others to come up with adventure ideas, and you can play the map from different starting points and with different objectives.

I have made some maps for a few of my games. For example Astraterra has a few maps published, including the world map, for Heimot I designed a fringe world port colony, called Port Dallas (it was controlled by the Bluewing family ;) ). Also, I did 30-something maps for the firstever #mapvember. These maps are available in my blog "Adventures Beyond Space-Time" for personal or commercial use under Creative Commons license.


How do you see Finnish rpg industry at the moment?

It's small. It's very small. But like Finns in general, it has a lot of sisu (guts or grit) ;) I mean you really can't do RPGs in Finnish for a living, but there are still new publications made at least yearly for the past few years now. And there are games translated in English or coming in English. I have myself a couple of projects going on, as you already mentioned in the introduction. Astraterra is "just" a translation project, but Hyperstorm is a bit more ambitious project. It's adventurous, but slightly gritty space opera with lost human colonies ruined by a devastating AI civil war, strange creatures lurking in the shadows and mysterious alien ruins of a long lost culture. We are talking about "dungeon crawling in space", even though the game is not an OSR game. It has a bit more modern rules, but a d20 roller will still feel instantly familiar with the system. It uses the same Ironcore rules as Chthonian Highways. It's still under development and we do not have any solid deadlines yet. One thing I'm quite sure about, there will be example maps of my design in the game :D

Who are your inspirations, what games or supplements have influenced you the most?

This is not an easy question to answer. Over the years I have played or gamemastered quite a few different game systems and settings. World of Darkness (the old one) games and Trinity are games I did spend a lot of time playing. But there are many other systems I have also enjoyed or regarded as well designed. Recently I have found Numenera, Fate, Apocalypse World, FFG's Star Wars and Mutant Year Zero quite interesting.

What do you think of OSR, and the DIY part of it?

The whole OSR phenomenon is quite intriguing; red box D&D was the game I started with and it's interesting to see that it still has its charm. I must admit that I have not played the new OSR games, but I got LotFP in my hands some time ago and its on my reading list. And I just yesterday ordered Dungeon Crawl Classic. I have found White Star also interesting - especially because it has Star Knights as a class, and my first RPG hack (scifi redbox D&D with percentile skills) from early 90's was called "Star Knights", and for nostalgia reasons Astraterra had Star Knights as a class too ;D

But I really like the DIY attitude surrounding the OSR community. I can relate to that very well, Star Knights was hand-written on blue covered note books and I used to photocopy self-made equipment supplements for Megatraveller at our local game store. And one of my more recent games, Kärpänen, where you play a party of different kinds of flies on an epic journey through a house, was done with a DIY attitude. I must say that things have changed quite a lot since the 90's, for example. Nowadays it's quite easy to do an RPG or a supplement yourself and distribute it through a POD or pdf store for example.

What would you like to say to my blog readers?

First of all, I would like to say that I admire your enthusiasm for roleplaying games and more specifically for OSR games. The DIY attitude that you radiate is amazing. So, what would I say to your blog readers is Thaumiel Nerub is one of those few people that I have come across in my life, who are hard-working and really honest about their passion. This is the invisible and intangible energy that has driven our hobby to the point where it is now. I know that Thaumiel has a webstore and a Patreon project as well,  the least that you can do besides offering your likes and shares on social media, is to order some of his products or support his Patreon. Otherwise, keep on looting and may the dice ever be in your favor!

Wait, before you go, who is Ragnar?

Oh, that guy. I don't know him personally, but I've heard that he's a swordmaster and a 3rd level fighter. Also, he must be really into roleplaying. According to him the only true purpose in life is to crawl in the dungeons, roll a natural twenty and crit the hell out of the critters. I've heard of rumors that he's making an OSR fantasy roleplaying game of his own called "Legend of the Heartbreaker".

Seriously: Ragnar is a character I came up for one of my Loot Crate unboxing videos, but since then Ragnar has made reoccurring appearances in various empowering RPG geek themed memes  and Finnish RPG cons and geek events. Don't hate him if he doesn't understand all the intricacies of Fate or Dungeon World. His Intelligence and Wisdom are not his strong stats ;)

Friday, 9 October 2015

Checking out Chthonian Highways part 1

Here's their website: http://ironspine.com/wp/en/rpgs/chthonian-highways/
Here's the free alpha 0.3 release: http://www.ironspine.com/ch/downloads/CH-0_3-alpha.pdf

Because I am busy at the moment, I won't read the whole file. It's 63 pages (including the covers) and that's too much at the moment. I just check it out and comment what I see! This is a free pdf, so you should check it out yourself!

ATTENTION! I did write this p/review while reading the file, so here are some mistakes about the rules. I didn't quite get every concept how things work. This review is my opinion of the game and doesn't tell is the game good or not. Only you can tell it! I do think this is going to be a good thing, for people who like mechanics like this. Johnny blaze in his review (link) wrote: "More than FATE, less than D&D".

Hans Zenjuga is good artist. It's all his work in this product.
Chthonian Highways is a post-apocalyptic setting with Cthulhu Mythos. Sounds good, doesn't it? For me the setting is interesting enough to rip for other games, if the rules of this suck. But if the rules are good (well, You like them), you can probably ignore the setting. I am most interested in vehicle rules.

There's an one-page short story, I didn't read. There's information of the world, I didn't read either. But I think they are cool read, as they are quite broad. Not exhaustingly long this-and-that I don't like at all. Of course this is a demo, so it's hard to say how detailed the world description and the history part are going to be.

I do approve long world descriptions, if the necessary information is easy and quick to read to get a good idea of the world. The history part is usually quite boring for me, because I focus on what will happen, and not what happened. Naturally it's nice to know how the hell we and up here and why things are like they are, but I don't enjoy reading pages after pages of that kind of information. Easily skipped and as I said, I don't know what these parts are going to be in the final product. This was just an opinion of world and history texts in general in gaming products.

Ironcore Engine is the system used in this game. It is similar to d20 system (Pathfinder, D&D 3E) and Cypher System (Numenera, Strange). I am not familiar with Cypher, but being compatible with 3E style games means, it can also be quite easily compatible with old-school rules (OSR, yo!). HD, AC, that's basically what you need for stats, amirite?

System is easy enough; d20 + Skill + mods versus Challenge Level (CL). Edge and handicap work just like D&D 5E dis/advanteges; roll 2d20, keep other.

Special rules and whatnot: With pushing action you can add Fatigue points to your Ability. Some might like this, but I find it unnecessary addition. Stunt effects you get when you get 5 or better result against the CL. These are kinda like criticals. There's a list of effects like bonus to initiative or better/quicker result of an action. Velocity points you get from extraordinary successes and failures, and can be used to things like re-rolls and boosts. Strain is different kinds of damage, a penalty to your ability. Strained abilities can lead to exhaustion and exhausted abilities cannot be pushed.

My opinion on the rules? D20/3E is easy, if you keep it easy. 3E without feats and shit is quite simple to learn. Roll d20 and add stuff. In Chthonian Highways the core is that simple, but I don't quite like pushing, stunts, strain etc. They feel like a gimmick and extra things you have to keep track of. Maybe for more modern players (I was a modern player, got exhausted, began enjoying old-school) these are normal things to include and keep track of, but I am perfectly happy without stuff like this. I mean, Game Master and players can (and are encouraged to) describe stuff like this and apply rules as needed.

But the real question is, whether I like the rules or don't, are they good? I'd say the rules are quite solid. D20 (3E) has been, and still is extremely popular and familiar. People like 5E dis/advantage system. All the additional stuff more modern players might enjoy getting some moving parts to just rollin the d20. What's best, the rules are easy to strip!

Road warriors, the characters have an ability range of 1 to 20, but normal people's abilities are 3-5. Quite-a-range! Skills range is 1 to 10. Each skill is connected to an ability, what means which ability is used when the skill is pushed. It would be more interesting, if the skills-ability-connection wasn't determined, but could be fit for different situations. This way players are encouraged to use their character stats in a creative way. Easy fix, just decide it and nothing is broken.

Character creations has three familiar methods, using 2d6 instead of 3d6: divide points, roll 5 sets, discard lowest, and 2d6 in order for "hardcore players". Does Cypher use 2d6 and why doesn't Chthonian Highways use 3d6 is a mystery to me. But yeah, me likes.

Different roles give you different skills, starting gear and money (Barter Bitz). The character roles are broad archtypes which cover everything needed in my opinion.

I thought "choose a drive" meant this!
When reading "choose a drive" I was all fuck yeah! But it is actually your character's passion, motive, or reason. What the heck, I want to drive around and blow shit up, with a real drive made of metal and stuff, that's my drive. Whenever my drive relates the situation I get Velocity. Not for me. Yet another thing you have to keep track of (and remember) what actually doesn't improve anything in my opinion. Then you choose a vice, your dark side.

Skill list isn't bloated, what is a good thing. I hate long skill lists, because they don't add anything. I appreciate this. 20 points can be used to skills. Max 4, except class skills 6.

Experience points are not only to make your character better, but are also used to remove some ill effects like recovering or removing a point of Madness. I am not quite sure I like how your achievements are used to keep your character in order - but in the other hand, it's not that bad meta-game resource at all. Experience points keep you going, what fits the post-apocalyptic-mythos-world.

Junk section has stuff you can get. Weapons first. Weapons have traits like area of effect, automatic, blunt, difficult, entangle, heavy, impact, long, long reload, loud, pierce, pistol, quick, range, rending, scatter, single use, stun, thrown, and two-handed. These are basically special rules and descriptions of the weapon in question. Knife is quick what means "a character wielding a Quick weapon can attack the same target with an Edge if he used his Reaction in addition to the Action." Blunt weapons "cannot be used for cutting. They have Damage Handicap against Hard armors, but Damage Edge against Light armors." I see what they do there, but the implementation is a bit clumsy. OR it's just me being grumpy.

There's plenty of other stuff to get you in the mood. Nice list.

Combat: There's plenty of little things in combat, and most of it I'd ignore. I can make up stuff on the fly depending on the situations. I just need a core system to run some dice. Bonus thing is, though, if you appreciate things you got lots of topics covered here, so you don't have to guess things. Problem is, more things are covered in a rulebook more you have to rely on the book and that makes game slower. Unless you know the rules well, though.
More is less here, because you can always strip the stuff you don't need, so different things covered is not a bad thing at all.
Armors  have Armor Value what is damage reduce. You don't attack against AC, but 10 (small 5, lare 15) + athletics + mods. If and when you hit and roll damage, then armor reduces it this and that much. I am okay with this, even though I want games to work the way when you hit, you hit. No extras after hitting, it's straight damage. In Vampire: the Masquerade soaking sucked the fun out of everything. You hit well, but deal ridiculously low damage. Same problem here, you might end up hitting your opponent for 1 damage with each hit, making things boring. Well, in those cases when your opponent is too well armored, you need to figure another way to conquer him.
In D&D style games Armor Class as to-hit-target versus Armor Class as damage reduce has been debated a lot. For firearms this might be better, though. I mean you shoot someone, you hit, you better have that vest to stop the bullet, right?

Wheels, this is the chapter I am most anticipated of! This is the chapter I am going to read very well, and cover in part 2. This is the chapter I am most likely to use in other games (Mutant Future, I am looking at you, why didn't you include damn vehicle rules).

________________________________________________________

Conclusion: A solid game, but there is too much stuff for me. It is familiar with some core mechanics from 3E with added modernisations. I like stripped down version of 3E, or old-school style rules. So basically this game, in rules, doesn't give me anything I needed to use or anything that I cannot do already with my favorite systems. Except possibly vehicle rules I am very excited of!

The setting is interesting (what little I shuffled it) and easily used in any system.

It looks good. Layout is very Finnish. It's good, but looks very... this! Illustration is very, very good. I've seen old works of the artist, Hans Zenjuga, and he's come a long way to this.

Can I recommend this? Absolutely. Why? Three simple reasons:

  1. The beta is free, so you lose nothing if you check it out and make your own opinions.
  2. Post-apocalyptic road warriors and Cthulhu Mythos? Hell yeah!
  3. Rules are quite simple and don't try too much. They take the popular format and add stuff they like. Not a single thing there which removing would cripple the system.
My objective evaluation of a product that is not directed rules-wise for me ends here, and continues with part 2 covering vehicles and vehicle rules.



Friday, 4 September 2015

Finnish OSR news: SL&VL zine and ToG review

SL&VL Zine

SL&VL is an abbreviation for the Finnish OSR-community Siniset Luolat & Valkeat Lohikäärmeet (Blue Dungeons & White Dragons), and this is the first published product, an OSR-zine, the group made.

The PDF is now available for free in Finnish (get it HERE) and the A5 size print is in proof phase. Before I review the zine issue 1, I have to wait to get it in print (placed order 5 minutes ago). I've seen the PDF so many times, I need to feel it in my hands.

The premise is Castle Caldwell re-imagined, with additional material. There's an illustration by me and the map is by me (from +Jonas Mustonen's original layout).

I am proud of our group, for making this happen. Currently we are starting to work with the second issue.

The crew in the first issue are: +Tommi Brander, +Jonas Mustonen, +Wille Ruotsalainen, +Mikael 
Tuominen, and myself.



Some OSR reviews in Efemeros blog

+Sami Koponen is not only a great guy, my friend, publisher, and roleplaying games enthusiast and pioneer of modern ages, but also a blogger. He has reviewed aforementioned SL&VL zine and my Temple Of Greed. Also +Lamentations of the Flame Princess gets space there.
Sami wasn't very impressed with Finnish OSR but he admits that he doesn't know the (DIY) scene that well. The article is well written, though.

You can read the article in Finnish HERE, and google translated to English HERE.

What do you think?

Thursday, 20 August 2015

Aloittelevan Luolamestarin Opas, a Finnish guide for beginner Dungeon Masters


Guys from the blog "Limun Ropellukset" have compiled their blog post articles into a free pdf targeted for beginner Dungeon Masters. The cover is very oldschool in feel and the content is very well written.

The guide is targeted for those Game Masters with some experience with Dungeons & Dragons giving tips how to run OSR games. It's not about great stories of great heroes, but what they do and what the world is like. The antagonist might, and most likely will, die. The story is not about you, the story is about what happens around you, and to you.

The default game for this guide is Mentzer's Red Box DnD, but other editions and retro-clones do the trick too.

ALSO there's three pieces from me for illustration. How cool is that?! Also there's +Wille Ruotsalainen's art included, he's pretty awesome, too.

TABLES ARE YOUR FRIENDS

First suggestion is to write down all the important tables in the game you most likely use often. This is a great tip, if you don't own a Dungeon Master's screen. Then random (generator) tables are discussed and recommended not only to use during the game but also to plan the adventure/dungeon/session. Random tables are truly a great resource for any Dungeon Master, new or experienced.

Random tables can give also depth for encounters. How different monsters react to each other, for an example (if lizardmen play music, how nearby orcs react to them). Reaction table is also important. Not all monsters want to attack you, some might even be friendly. More interesting monsters are those who actually interact with adventurer party instead just rolling initiative to attack!

They mention that it could feel a bit weird at first to determine different situations randomly, but the surprising results of this method are powerful tools to create interesting situations and stories.

LET'S DRAW A DUNGEON

Everything starts with a theme. They suggest you might use aforementioned random tables to help get inspiration for the dungeon. Next step is to start to draw the draft of the dungeon. They suggest many entrances and different routes to make player options and the dungeon feel interesting. Unbalanced dangers of dungeon should not be a problem, as players can choose where to go - or not to go. Also a great suggestion is to observe map symbols (from Mentzer book for example) to give additional inspiration about things you can put in there.

DUNGEON LODGERS

Second phase in creating a dungeon is to occupy it. This includes placing monsters and NPCs and also room contents. It is also suggested to think the ecology of the dungeon. Where they take trash? Where they eat? Where they sleep? And so on. Also monster relationships are discussed. Even though different monsters live in a same dungeon, they necessarily aren't working together. What are the treasures and where they are located?

There is a good step-by-step order to draw and to fill a dungeon.

SPICES AND RELISHES

When the dungeon is generally done, they suggest you take a break. In a break you might get some new ideas for your freshly created dungeon. Better thoughts why something is like it is, or new ideas. Not everything must be explained, as some new ideas might come up while running the game.

Great suggestion is also to think what previous dwellers have left behind in the dungeon. Marks of fights, or did someone try to build a dwelling inside? There is a history in the dungeon and players aren't the first guys and gals to enter it!

But a dungeon should not be crammed full, as sometimes empty rooms might be also interesting. Why is it empty, is there something after all? They give a rule that 1/3 or 1/4 of the rooms should be empty.

This is also the phase to add room descriptions. They remind that you should not write descriptions and content that force players in situations. Players should also have a change to decide what they do. For example traps should be found, if searched. A trap that automatically springs without any warning takes the fun out of the game.

Now you need a random encounter table for the dungeon, and you're done!

SURROUNDINGS

The surroundings of the dungeon are also important, but it is suggested that beginner Dungeon Masters keep the outside relatively safe. The reason is, that outside exploration and adventuring might be overwhelming for new DMs. A town close to the dungeon is important for new adventurers and some details should be written of it. Basically what beginner adventurers need. Also a rumor table is good to be there, for adventure hooks.

Now you are done. The dungeon and everything created at this point really comes to life when players start to explore it! Also DM's work load is eased now, as the players are the force who push things forward. It's now DM's job to interpret dice and take notes when players are more active part with their actions.

ADVENTURING IN DUNGEON

Short chapter with basic tips to start an adventure of dungeon delving.

GAME MASTER'S OBLIGATIONS

Game Master has two tasks. To describe the dungeon for players, to think how monsters and other creatures react to player characters, and to record passing time. It is suggested that Game Masters use all senses when describing the dungeon. Very good advice what really makes dungeons feel real places.

You don't have to describe all the little details at once, the idea is that players ask questions. Do they discover things immediately if they check them out, or do investigation involve dice rolling? Not only to describe the space Game Master is also responsible for monsters and their behavior. Aforementioned random tables and reaction table can be a great help for this.

Time is important thing for random encounters. More time players use, more often random encounters happen. Also if characters are noisy you might roll random encounter just for that reason immediately. You might even decide that no rolling is needed, but wandering monsters immediately go after characters. It is stated that especially humanoids act intelligently. Again, reaction rolls are great way to determine how the rendezvous goes. Game Masters must remember, that intelligent creatures don't want to make suicide strikes, they calculate the situation and even might flee or be friendly towards characters. Recording passing time is not only important for random encounters but also for resting, rations, torches etc. It's directly affects the resources.

Also they tell, that you don't have to stress about rules at the beginning. Everything is learning the game. If some mistakes are made, next time do it right. Also if Dungeon Master makes a mistake, he should tell players he did. It is suggested that all the players make a conclusion together, how the mistake should be fixed (I might disagree a bit. I'd call my mistake, tell how I fix it, and next time do it differently and hopefully right. I am a Game Master after all and it's less fuss if one person makes decisions).

PLAYERS' OBLIGATIONS

Very old-school suggestions. Who should draw a map, who should be a caller, who should make notes. Good suggestions, because these simple game management decisions make things easier for everyone. It's easier if different players have different meta-game duties so things stay clear. Also caller is not a bad idea at all. Naturally all players make their own decisions for their characters, but it is easier for Game Master to listen to one person who tells what everyone does than try to decrypt simultaneous yelling. I, actually thought caller is a stupid thing, before I understood it.

Some suggestions for mapping for players and describing maps for players. Fun part is that it's suggested that Game Master makes funny monster noises. Many do it, many don't. It's not a bad thing to mention and encourage it. It is also mentioned that Game Masters can improvise and change dungeons as they see fit.

COMBAT AND APPLYING RULES

Combats and monster descriptions are not topics of this guide, and they tell that every Game Master will find their own style with them. Like describing the dungeon itself they remind that all senses can be used to described monsters, too. Miniatyres are mentioned as handy tools for marching order and more complicated combat, but you can easily replace them with small bits. It is also suggested, that Game Master revises the combat situation after every round so everyone is up to date with what's going on. You can also draw more detailed maps of rooms where combat happens for more tactical approach but you should not stick to your original plans as players might do something creative or different you have prepared for.

As D&D combat rules are quite abstract they give plenty of space to improvise and make combats fast. There are suggestions how to deal with this.

MY THOUGHTS

I think this is a very good free guide for beginner Dungeon Masters. It gives all the necessary details to run Dungeons & Dragons basic style game, where the focus is in dungeon exploring (Expert rules expanded to outside of dungeons). These don't tell how to be old-school gamer, or don't explain how old-school games differ from more modern games. But "Aloittelevan Luolamestarin Opas" does give great tools and suggestions how to run create and run a game.

I would suggest this for not only beginners, but intermediates also. You might always learn something new, or understand why something works well or even bring to mind something you surely know but just haven't used lately or at all.

Also I give 10 points because Finland surely needs more old-school love from Finnish gamers in Finnish language. Thanks to Google Plus group [LINK] we have began nice Finnish DIY OSR thing now.

+Ilmari K. +Niklas Nylund and +Seppo Raudaskoski are behind this. Art from me, +Wille Ruotsalainen, and +Joni Heinonen


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Want to check it out? Download it HERE. It's in Finnish, but worth a look.