Witcher 3:ssa on kaksi kohtausta, joissa puhutaan ja peseydytään. Ensimmäisessä miehet istuvat roomalaistyylisessä kylpylässä, ja toisessa naiset saunassa. Kummassakin tapauksessa ympäristö vaikuttaa siihen miten asioista puhutaan. Kohtaukset ovat myös esimerkkejä siitä, kuinka Witcher 3 onnistuu varaamaan itselleen kulttuurillista tilaa jenkkistandardin ulkopuolelta. Pelin päähenkilö Geralt on Novigradin vapaakaupungissa etsimässä tietoja suojatistaan Continue Reading
Non-Digital: Beach Larp Manifesto
Today, we played the third of this summer’s seven Baltic Warriors eco zombie larps in Sopot, Poland. Finding a good venue for the serious political discussion and the even more serious zombie action proved to be difficult, but we found a wonderful host in a place called Klub Atelier, a Continue Reading
Non-Digital: The Joy of the Zeigarnik Effect
I’m standing in front of a wall. It’s made of wood, painted white. There are two black, small holes, probably made by nails, at my eye level. I run my hand along the surface of the white paint. I’m in the present, aware of what’s right in front of me. Continue Reading
Non-Digital: Baltic Warriors in St. Petersburg
Last Saturday, 6th of June, the second Baltic Warriors game of summer 2015 was played in St. Petersburg. I’m working on the project as a larp producer, and it’s surprisingly strange to make a game that’s being run in a language I don’t understand, in this case Russian. Others have Continue Reading
Non-Digital: Mechanics Against Character Immersion
In my last post, I complained about the lack of published game systems conductive to tabletop roleplaying with a focus on character immersion. I said that the kind of roleplaying that I like the best seems difficult to put into a published book. In this post, I’ll attempt to elaborate Continue Reading
Non-Digital: Character is All
As a matter of purely personal taste, here’s what I like about tabletop roleplaying games: 1 – Playing a complex and contradictory character engaged in interesting social environments. Experiencing the game principally through this character. 2 – Sex and violence, craziness and stupid decisions, the kind of stuff that is Continue Reading