The Forge Reference Project

 

Topic: [Draft]The front lines of the Great Culture War...
Started by: Eero Tuovinen
Started on: 10/4/2004
Board: Push Editorial Board


On 10/4/2004 at 11:19am, Eero Tuovinen wrote:
[Draft]The front lines of the Great Culture War...

Here's the piece I wrote. I haven't had time to polish it any, and won't have this week. Normal procedure, if there's anything to rip apart, do it. I'm still not native, so the language is obviously all stilted. Likely better for one person to check the grammar side of things.

Specific questions to consider:
- Is it all too strange? I find the text a little wacky myself, reading it after a couple of weeks. Can it be toned down? The most opaque places (like the Demosthenes chapter) would go through with Finnish (and other European) intellectuals, but are the hooks right for Americans? The article kind of rests on the idea that the reader is at least passingly familiar with the rhetoric of the culture war, and I don't know at all if that's the case in America. I've lately read a bunch of american comics that indicate intimate knowledge of the issues (like The Invisibles, say), but I really have no idea how widespread the ideas are there.
- Which matters would require more exposition? There's all kinds of throw-away stuff in there, easily expanded if necessary.
- Structure: I myself understand roughly what's going on here, but how about others? Is it too strange to have subchapters bouncing all over the place?

The front lines of the Great Culture War: one soldat's experience

They get closer as the day moves on... if this is the war to end all wars, then we know how it will all end; not with a bang, but with a whimper. Everything will be overrun by the implacable tread of the Monoculture, molding us in their image: Kill and loot for fun, it's how things are done. This is fresh reportage from the front, the horses mouth, the real McCoy who shoots notions out of the air to defend free thoughtspace. What does the soldier in the trenches believe?

The historian wrote:

A short history of Finnish roleplaying

Finland is a small Nordic country with some five million inhabitants. It's living standard is at least equal to the U.S., while the economy is run as a social-democratic hybrid. Finland is also a multicultural hotbed (in the good sense of the word, they don't play hand-grenade volleyball there): the native language is spoken nowhere else and there are multiple significant cultural minorities: Lappish people in the north, Swedes in the south-east and increasing numbers of various other nationalities. Practically every adult under the age of fifty understands English.

Roleplaying came to Finland at the start of the '80s through individual hobbyists who got their games straight from America. At first the new hobby spread mainly through word-of-mouth, slowly gaining adherents. The trailblazing phase ended in the latter part of the decade with simultaneous media coverage in computer magazines and the like, opening of specialized retail outlets and multiple game translations in quick succession. The years at the end of the decade and start of the '90s were the first renaissance of Finnish roleplaying, when an estimated five to ten thousand players came into the hobby in a few short years.

Games translated during this period include the original D&D (-88), Runequest (-88), Traveller 2300 (-88), a collection of Fighting Fantasy books (87-88), Twilight 2000 (89), Battletech (-91), Cyberpunk 2020 (-91), Call of Cthulhu (-92), Stormbringer (-92), Paranoia (-93)... in a word, about all central roleplaying games of the decade. The most successful were perhaps Runequest and Cyberpunk, becoming kind of baselines of their respective genres. Those two and a dozen lesser successes garnered a multitude of translated source books as well.

Translated games played an important role in developing the hobby, as they became an investment for the massive public library system of Finland, which in it's turn supplied these games for practically the whole Finnish population of potential players. Consequently the number of roleplayers has continued to rise slowly yet steadily even after the golden years.

During this time Finland sported at best five simultaneous roleplaying fanzines and a number of gaming stores. Games were also sold in bookstores all over the country. Roleplaying resided in a curious zone of commonality coupled with obscurity, as every small town had a couple play groups, yet mainstream media noticed the hobby hardly at all. It was not to last.

The Factfinder wrote: There are nearly five hundred borough libraries in Finland, with branches in every town of more than a couple of hundred people. Using the libraries and loaning the books is free and a matter of course.


In the middle of the '90s came a sort of a backlash: The core of Finnish roleplayers had matured through elementary school and gained proficiency in both languages and the internet: the roleplaying scene quickly internationalized. The effect was compounded by the fact that American roleplaying was at the time going through an evolution that, while slow and imperceptible from inside the culture, was near revolutionary for Finns whose roleplaying was largely based on the classic games of the '80s. The time-jump from Runequest to Vampire: the Masquerade was instant, and has left a clear bias in the "second generation" of Finnish roleplayers, who currently form the hard core that gives form to the scene.

The internationalization process was a boon for the small gaming business, as consumption jumped through the roof via imported games, the CCG craze and all that. However, this also meant death for the fanzines and game translation. Neither was needed when the distances suddenly dropped to practically nil, and the hobby oriented to instant response towards America. Even libraries started to invest in English language products when they invested at all.

Enter live action roleplaying

The middle of the '90s was also the time when larping came to Finland. For the first couple of years it followed the development of roleplaying a decade earlier, but the divergence was unavoidable: to this day there is no satisfactory avenues of large scale commercial profiting from live action play.

The second renaissance of Finnish roleplaying happened in just a couple of years, when the number of larpers jumped from a couple of hundred to a couple of thousand hobbyists between -95 and -97. At that point larping became media material, which roleplaying never before was: a couple of television documentaries later the number of at least occasional larpers has risen to rival the numbers of tabletop roleplayers, which had slowly increased to maybe twenty thousand strong.

The revolutionary nature of the live action awakening to Finnish roleplaying scene is best understood by noting that by and large, these were new people. A majority of these new roleplayers had never rolled a ten-sided die, but had instead a mainstream background in amateur theatre, literature, history or simply hanging out. There was and is a clearly perceivable culture gap between the forms, much greater than their purely practical differences.

Live action roleplaying is an extremely young and vibrant form in Finland, still seeking it's place in the cultural field. In the recent years it's become a part of the Nordic movement of roleplaying, as well as building connections to state-support systems and mainstream art scene through skimming the line between theatre and roleplaying.

Meanwhile, the live action renaissance has largely passed tabletop play by. Instead the last decade has been a time of slow maturing and stagnation of Finnish tabletop roleplaying. The currents of influence flow mainly from American mainstream, which is in a simmering cultural conflict with Finnish "old school", based on the late '80s ethos of roleplaying. The latter is nowadays represented by original Finnish games and legacy play of old favourites. The main example of the "old school" culture is the most significant Finnish roleplaying game, Ville Vuorela's Praedor (2000), which is nigh indifferentiable from Runequest itself as far as subject matter and theoretical approach goes.


Last stand of Demosthenes

Yea, I've felt a kind of kinship with the great rhetorician, how he fought for the independence of the poleis when Makedonian king Philip had his eye set on Greece. A foolish struggle, surely, and for antiquated values to boot - it was time for empires and for political convergence.

This time around, though, they don't come at ye with sarissas set, but with a terrifying kind of moral conundrum: vying for human souls, how low will you stoop to win them over? And what's it worth to win when you have to be even badder than them?

Certes, the Monoculture is set to lay aside any notion of human goodness, as long as that sells better than appeal to higher values. This is no political convergence, but rather a convergence of values and way of life. It's all cloaked into a guise of freedom and democracy, but the fight is fought on a higher plane: what is freedom if it's used to strip others of their soul?

It's all very simple, you see: the Monoculture would have you believe that there is no such thing as learning and habit, that schooling people and tending to them is a Platonist tyranny of intellect, where you lose your own freedom. The old anarchist can only claim the exact opposite: it's them who deny that they are teaching who teach the lowest values; base barbarity and simple complacency, bartered as "entertainment", which you just accept because it's entertainment, no value indoctrination and agitation/propaganda at all.

The wisdom of Zacharias Toppelius

Roleplaying is dominated by anglo-american influences, supported by the artillery of american comics and a whole navy of american movies and literature beaching on our coasts. British high culture is the fifth column in our midst, supplanting native thought without mercy.

This is all so that you have to just accept it: one way or another, the time of isolation is past, and humanity is one. It can be one through annihilation or assimilation of others, and we'd all much prefer the latter to the former.

However, the wise multiculturalist fights for preservation and fertile assimilation, wherein the sum is greater than it's parts instead of lesser. Just like Sakari Topelius, the great Finnish Swede author taught. Topelius was one of those heroes of multicultural Finland, who lay their talent in the line for a people and a language hardly his own. This is what we in the Finnish roleplaying scene should be remembering as well these days.

For the truth is, the assimilation into the great Werldkultur is not going well for the Finnish scene. We are rabidly absorbing the worst features of the American roleplaying scene, while laying aside the best. As an example, let me tell you about geeks:

Roleplayers the world over conform to the American geek model, with the same intellectual and social weaknesses. Is it roleplaying that does it to them, that they have to lose all interest in normal human things? That they have to fail basic interaction 101? That women don't roleplay? If so, every mother should consider seriously not letting their children near the games.

That'd be mighty strange all things considered, being that roleplaying is portrayed in other sources as imaginative and social play, games that jugadors of Michael Moorcock's would deem worthy of play. Rather, let's blame the old United States instead, it's traditional.

Roleplayers become geeks because the game industry does it to them. The genre split of literature that happened in America a hundred years ago has now brought forth it's fruit, isolating narrowly fractured bands of subcultures into their own pigeon-holes. The youth culture of the whole country operates on the principle of identity through conformance, rewarding insidious social practice in geeks as well as others.

And the rest of the world follows suit. The correct social model for playing D&D in Helsinki presupposes the exact same things it does in the Nevada desert: attention to spurious detail, developing fetishes over genre cliches and investing hobby resources in the one game, which always asks for more.

But do you know what? Take roleplaying away from the industry model, and there, suddenly all that disappears. The norm roleplayer in Finland currently doesn't even play D&D, and if he's overweight he's probably doing something about it. Things might be changing in that regard, but for a short while yet we might expect most of our roleplaying pals here to be human beings.

Issues of internationalization

Things are changing, though. We're observing the last art form to ever produce schools of thought based on local culture; in the future everything will be one. For example, the guild structures of massive internet multiplayer games are homogenous the world over, international as they are. This will become one great weakness of the world culture, when the same strengths and weaknesses throw gigantic human potential around everywhere.

The frail forces of multiculturalism are by their nature exposed and divided against the Monoculture. There's hardly any doubt that roleplaying, too will comform; it predates the internet by only twenty years, after all, and has no strong roots to weather the storm, like for example literature in whole might have. Let us observe the results:

Currently a significant portion of finnish roleplayers follow stylistically intricate iterations of essentially '80s style of roleplaying, with heavy focus on realistic rules and deep game world. This is the Finnish "old school", as there is no tradition of old style D&D play at all. Rules lawyering and munchinism are rare aberrations that are considered as hypotethical examples more than active reality. This gaming style is the most common among the "first generation" who started roleplaying well in the '80s.

Another common tradition has developed in the '90s in symbiosis with live action play: many of the "second generation" of roleplayers switched to modern mainstream games in the middle-'90s, including Whitewolf games and such. They largely swallowed the line about "story before rules" and really threw away the rules. The result: a significant portion of Finnish roleplayers play both live action games and tabletop, preferring freeform or GM authority over conflict resolution in the latter. The standard method of playing WW games is for the players to not even know the rules too well, instead playing character immersion.

Both of these traditions will soon succumb, as new d20 games gain adherents. No great losses for some, but as long as designers and retailers do not embrace their responsibility in shaping the change, it will be violent: cultural breaches and disillusionment on individual level, failing rpg societies and hobby conventions replaced by industry-driven structures like they have in America.

Meanwhile, larping: this old anarchist-cum-prophet won't touch that one. So far Finnish larping does not draw from tabletop roleplaying at all, and is thus commercially independent. This will largely mean that Monoculture won't be able to violently touch the hobby - when change comes, it comes from natural evolution. This difference is in part a result of the inherently cultural nature of larping: compared to tabletop, it's very anti-geek, full of all kinds of social implications. Notions about what roleplaying is, what are the limits of a game, how people spend their spare time - all participate in a very concrete way in forming the nature of larping. The live action roleplayer cannot buy an American game and close himself in the attic with a couple of pals to escape the local society.

This is perhaps a notion of some value: roleplaying in commercial mode is very much about artificial society, and that's largely where the geek mentality forms as well. Living, positive roleplaying is not bound by whether you have the latest supplement or the right game alltogether, because you are playing with humans, not playing a game. The artificial reality of commercial roleplaying makes it vulnerable to standardization and simplification so beloved by the Monoculture.

The soldier's story

"In a village of La Mancha, the name of which I have no desire to call to mind, there lived not long since one of those gentlemen that keep a lance in the lance-rack, an old buckler, a lean hack, and a greyhound for coursing."

Now, instead of stuffing myself with pigeon like a good gentleman, it came to me, a boundless desire to save the world. Taking my lance I thus shot out for some suitable prey, and soon espied that there was something rotten in Finland: not only were the roleplayers content with the so-called mainstream of gaming, but furthermore they were fully ready to internationalize themselves fully.

Folly, indeed. In the friendly local gaming store I saw racks over racks of miniatures, a shelf over shelf of D20 merchandice, and a long - admittedly varied - row of other favoured games. All in English. At the long last I finally perceived where all the Finnish games had gone. And here I kid you not: they were tucked away in a far-off corner, all jumbled up in stacks, old games and new. Most of those games were some fifteen years old in the least, only one or two published this side of the millenium.

And then, when I opened my ears and listened, 'lo and behold: whenever I heard roleplayers talk, and whenever the talk turned to matters of technique and mechanics, did I hear correctly? Were they all verily speaking in tongues, not in finnish at all? For it was common occurrence to hear from roleplayer's tongue a curious creol of plain finnish words, mixed with english and various mechanical terms of different games, all twisted in a slang or argot or jargon nigh impossible to understand for a non-roleplayer. The effect is near impossible to duplicate for monolingual readers, but if finnish was english and english was french, it might have sounded like this: "Did you roll le preservatif? I'd have put globe incendie on les squelettes!"

The conclusion was clear: roleplayers were letting the cultural machine of American industry destroy their language. To resist that, a worthy cause, surely! Should not roleplaying be a modern rhetoric, a game of language unparalleled? Instead what I saw was an impossible disfiguration of a living language into something that could hardly carry art and feeling. When such happens, a language is ready to die, and roleplaying reduces to much less than the worst television soap opera.

Furthermore, the next conclusion was simple: where will the little roleplayers come when there is no native language games to play, and when the old roleplayers fall deeper and deeper into their own parlay of "dwarves" and "wizards" and "dragons" and all things untranslated (for the curious, finnish is no relative of english: the above terms translate to "kääpiö", "velho" and "lohikäärme" respectively, and no children's book will use any other names).

Fine, onward then. It's clearly demonstrated that there is an important function for championing native language in roleplaying, for there is no roleplaying of any caliber without language. It was a fore-gone conclusion that what should be done would be translating a roleplaying game once more: for a decade no roleplaying game has been translated into Finnish, only native games have filled the function. It was time again to remind people of what's what.

Now, it's a fact of the Finnish roleplaying scene that it's commercially conservative. Near all games people are familiar with are those that come through the retail outlets, which operate through American distributors, just like American shops. What this meant was that indie roleplaying games were all but unknown to the Finns.

Paul Czege's My Life with Master fit the bill admirably: a game in a completely new paradigm, one that would never see Finland without our intervention. A game of highest caliber, and one that would be easy to play for younger folks as well.

Walking the translation

All in all, translating a roleplaying game is a breeze with the right people and tools. The biggest hurdless to cross are really in the terminology department. Yes, that's the place where the language erodes most easily, and anglisms start creeping in. In principle it's however simple if you just know both languages well. Nothing mystical about it. No, the reason the original finnish D&D translation called goblins, hobgoblins and trolls all "trolls" of different varieties was thoughtlessness, not any inherent difficulty in translation.

When comparing to some other areas of translation, roleplaying is of course much more dynamic. The translator has to frequently translate whole idioms instead of just words. This is the opposite of the principle of localization, which calls for implanting the work into the target culture: instead of counting days backwards from the ides of the month, say, you give the date in modern terms when translating Caesar.

In roleplaying games you have to however many times set aside localization in favor of idiom-translation: instead of implanting the content into a new context, you imply the original context in full. This is what has to be done with a fantasy game like D&D; it would be possible to switch out the goblins and hobgoblins and use, say, finnish gnomes and elfs. This kind of localization would make the game easier to understand, but it would also completely destroy the original meanings. Thus "idiom-translation" is necessitated, where the translator frequently has to invent words whole-cloth to get the same resonances the original work has, all the while keeping the text solidly in the target language.

Anyway, all this was easy in the case of My Life with Master; the game has a context that's easily familiar to all Europeans, and thus there was no need for either localization or idiom-translation. Bram Stoker, Mary Shelley - these things are known to us already. No fantasy at all, just literature that has been translated long since.

On the other hand, it was clear where we were just in time with our translation work: when dice pool mechanics became really popular in the early '90s, Finland was still firmly playing BRP. As game translation ceased just then, the concept "dice pool" has no word in finnish at all! This exemplifies the need to continue to cherish our language: abandoned, it will quickly become moss-grown. Our translation of MLwM perhaps rejunevated the language somewhat: in the future, the word we chose, "noppakuppi", might do some good for others as well.

Unveiling the beast

Now, let me walk you through the punchline: people have really liked the idea of a new game translation. Most have not even noticed that they don't do translation anymore, but when the idea is expressed, many want the game just for that. People want to support their own language, I guess.

The finnish version of My Life with Master, Kätyrin osa, has sold a scant hundred copies to date, which is quite nice considering the size of the country and marginality of the game. Who knows, maybe even libraries will take it some day now. Won't bloody the nose off the Monoculture, but maybe it'll sting down the line.

Well, that's that from the trenches. Although the war may be already lost, let us at least go out with style. Plural values, multiple languages and many cultures are worth fighting for, win or lose. This is in any case a great place to be for the end: Finland is currently a prime front in the Great War, going through an upheaval and eradication of our own lifestyle.

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On 10/4/2004 at 12:13pm, Jonathan Walton wrote:
Re: [Draft]The front lines of the Great Culture War...

Eero wrote: Likely better for one person to check the grammar side of things.


To head this off at the pass, potentially:

First, let's talk about structure and content issues, not grammer, spelling, punctuation, etc. I'll try to have a peer editing outline up in the next day or so (and maybe I'll get Chris to help me jot one up, come to think of it), but stick to meta-questions for now. The ones Eero asks are a great start.

- Is it all too strange? I find the text a little wacky myself, reading it after a couple of weeks. Can it be toned down? The most opaque places (like the Demosthenes chapter) would go through with Finnish (and other European) intellectuals, but are the hooks right for Americans?


Personally, when first reading over it, I found myself unsure how to take the Great Cultural War pieces. In the beginning (and even now, to a certain extent) I'm not sure which bits of it you actually believe and which ones are exaggerations to fit the style. I think that can be one of the great strengths and weaknesses of satire, actually, where Jonathan Swift can sneak the baby-eating thing on your before you know it's happening.

The Demosthenes parts didn't work for me, so there's one vote for toning it down. Like Ron on the Forge boards, though, we're going to have to work up a system where it's clear when I'm being Editor and when I'm just being another peer editor. This is me in my little hat. See what other people think.

- Which matters would require more exposition? There's all kinds of throw-away stuff in there, easily expanded if necessary.


All in all, I liked the simplicity and directness of it, but there were a few things I wanted to hear more about:

From the History section-

1. The public libraries investing in roleplaying. Obviously, this hasn't happened yet in the US (or the rest of the Anglo world, I don't think), so I wondered why this caught on in Finland. Why did the libraries decide to stock RPGs? Why did players decide to get their RPGs from the library?

2. You talk about the jump from translated games to directly reading games in English, without really talking about what made this possible: the fact that everyone takes English as a Finnish schoolkid (I assume).

3. You drop a throwaway about there being no way to make real profit in the larp market, which I think needs a couple more general sentences to explain. Just tell us, basically, why you can't sell lots of stuff to larpers in the current culture.

4. Can you add a few sentences/paragraph about the documentaries that helped popularize larping.

5. Next paragraph, you give us "Nordic roleplaying movement," "state support systems," and "mainstream art scene" without explaining any of them. These are BIG differences that make roleplaying in Finland VERY different from roleplaying in Anglo-American culture. Give up the beef.

6. I think the History section needs a conclusion or a way to lead into the next bit of information. Actually, I'd suggest getting rid of the artificial seperation between "background" and "article," making the unified article both a summery of Finnish roleplaying up to now, and then a description of your reaction to the existing situation and how that led you to translate MLwM.

From the rest-

1. I really think you need some more space to talk about the Monoculture and the Great Cultural War that doesn't make you seem like an extremist who exaggerates everything. Honestly, what American and the rest of the Monoculture needs right now is people getting in our face and telling us stuff that the rest of the world knows already: that unchecked cultural expansion and cultural imperalism is crippling and, in some extreme cases, destroying important parts of other cultures. And if this can be said in a serious and honest way, I think that you will get people's attention more than with the overblown stuff. Just my thoughts, again.

I think you nailed it at the beginning of the Zacharias section. More of that. In fact, tell us about Zack, if you're going to bring him in. Not much. Just a few sentences will do. Why do you look to him for inspiration?

2. Players switched to White Wolf games and such. What's the "such"? Be specific. If you just mean "mostly White Wolf games" then say that instead. I'm wondering what else they started playing.

3. I want to hear more about your prediction of d20's dominance in Finland. Is it already gaining a large following, or are you just thinking that Finnish roleplayers will continue to follow America's pattern?

4. I want to hear more about the non-commercial nature of Finnish larping and how this insulates it from America's evil influences. This is very, very important, I think, because it (to some extent) also applies to indie and "non-commercial" games (we can argue about what those are) that sprout from the depths of the Anglo-American mainstream. You know, of course, that American larping tends to be dominated by White Wolf's Minds Eye Theater stuff, and so is often subject to commercialization and trends. Any thoughts too on why MET didn't come to domminate the Finnish larp scene the way the WoD invaded tabletop?

Speaking of which, where did Finnish larp develop from? Was it originally an American import too, but they just took the MET stuff and ran off in other directions very fast? Was it something you guys developed yourselves? This stuff should probably go in the History section.

5. Assume your audience knows nothing about MLwM, because many of them will have probably never heard of it. You're going to have to say more about why the game was a perfect choice for Finland.

6. So, the end of the article doesn't have any "oomph." The game sold 100 copies. People like translated games in Finnish after all. You make it sound like what you did is ultimately just a finger in the dike. Maybe it is, but it'd be nice to have a slightly more hopeful outlook at the end. Or maybe that's just my naive American optimism speaking :)

- Structure: I myself understand roughly what's going on here, but how about others? Is it too strange to have subchapters bouncing all over the place?


Structurally, I think you're mostly okay.

Your paragraphs are a little short for most traditional English prose, but we can easily fix that or just leave it be. I'm not a big fan of ironing all the crinkles out of translations or non-native speakers' work, because it ends up being a lie. Better to stretch the English language a bit, let you have a few personal oddities, just to reemphasize that you're coming from a different background and have a unique perspective. This doesn't mean "no editing;" it just means don't standardize things that work fine as they are.

Like I said, the artificial division between the two major parts of your article is unnecessary, I think, but you may need a new introduction paragraph that explains what you're doing: first history and then reaction/response.

I'm sure other people have more stuff to add. Have at it!

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On 10/4/2004 at 2:41pm, Eero Tuovinen wrote:
RE: Re: [Draft]The front lines of the Great Culture War...

Jonathan Walton wrote:
Personally, when first reading over it, I found myself unsure how to take the Great Cultural War pieces. In the beginning (and even now, to a certain extent) I'm not sure which bits of it you actually believe and which ones are exaggerations to fit the style. I think that can be one of the great strengths and weaknesses of satire, actually, where Jonathan Swift can sneak the baby-eating thing on your before you know it's happening.


As I said earlier, the whole viewpoint and style stuff is in principle extraneous to the data and such. I'm ambivalent enough myself about whether it's a good idea to drag this whole bigger context in there, so that I wouldn't scream murder if you just told me to scrap the first two thirds of the main content and to write a straight-up piece that exposes more of the Finnish situation and less of my political opinions.


All in all, I liked the simplicity and directness of it, but there were a few things I wanted to hear more about:


Quite a bunch of questions there, answering these could easily take half again as much space as the text takes now. How about I'll answer them in freeform here, and we'll work the stuff in if anything interesting surfaces?


1. The public libraries investing in roleplaying. Obviously, this hasn't happened yet in the US (or the rest of the Anglo world, I don't think), so I wondered why this caught on in Finland. Why did the libraries decide to stock RPGs? Why did players decide to get their RPGs from the library?


Really, there's no roleplaying games in libraries in US at all? Do you have music records, movies, comics or internet connections, or is it really just straigh-up books? Interesting, that.

The reason for libraries and roleplaying games is simply the social-democratic approach to state support of culture. The public library system is obligated to keep up with the development of cultural currents. People start doing X, libraries get books about X. On individual library level it has probably started by hobbyists simply requesting the books - libraries generally get the books they are asked to, there's enough discretionary funding for that.

Of course, only that would hardly be enough if the librarians felt that roleplaying were totally worthless. However, the subcultures are much more open in Finland than in American movies, there's really no strong lines of division. If a librarian has always invested in the latest punk rock or death metal records, roleplaying games are really quite tame in comparison. I could well imagine that there'd be some notion about appropriate culture in some other country, but there's simply not very much of that here - a librarian who couldn't concede the worth of a genuine cultural scene (even if he didn't dig it himself) wouldn't be one for long.

As to players getting their games from libraries, why not? At the start of the '90s roleplaying was a fast growing hobby, and that meant that most roleplayers were young - Everything from the sixth grade up. You don't have too much money at that age, and it's a veritable gold mine to get to all the new games for free. I myself have never owned Cyberpunk 2020, for example, but have still played the heck out of it during those years.


2. You talk about the jump from translated games to directly reading games in English, without really talking about what made this possible: the fact that everyone takes English as a Finnish schoolkid (I assume).


Well, yeah. But that's a given, all Americans take English in school, too ;)

Generally your typical schoolkid in Finland will know enough English to get by at about the seventh grade. After that the ones who need it (for example roleplayers) will perfect their knowledge to about my level during high school. It's really not a big deal anymore, unlike during my father's school days: his only regret in schooling is not knowing any foreign languages.


3. You drop a throwaway about there being no way to make real profit in the larp market, which I think needs a couple more general sentences to explain. Just tell us, basically, why you can't sell lots of stuff to larpers in the current culture.


Mainly it's because of the many-sided nature of larping - there are all kinds of larps, usually one-shots, and people are quite ready to learn new stuff for each game. So there's not much that's common from game to game and that could be sold. The biggest commercial articles of the Finnish larp scene are probably the how-to books. These explain how to write and organize a larp, and how to typically prepare for a Finnish larp as a player.

However, there is a small industry based on larping in Finland. There's about half a dozen of weapon firms, for example. These are just a couple or three guys who make latex and boffer weapons and get painball guns and such as exports - but they do have established trade names and apparently quite a good market. Another example are a number of tailors and costume shops that have established themselves as larper shops - ready and willing to make strange costumes and props, and stocking all the most common period costumes. We were next to one of these in Ropecon, and they sold well.

Anyway, the point is here: the above kind of shops are indie in the ideological sense. They cannot and couldn't become commercializing forces in the sense the article talks about, because they supply tools for creating play, not play itself.

All this could conceivably change if the American model of larping became dominant. Currently Finnish larping is writer-oriented and developing, instead of game oriented. Nobody expects to recognize games based on trade marks like MET, rather players choose their games by the reputation of the larpsmith or the promised content.


4. Can you add a few sentences/paragraph about the documentaries that helped popularize larping.


Sure. One important work was "Larppaajan käsikirja", a general how-to book that's probably familiar to all second-stage larpers in Finland. It was published in -97 and helped to seminate the basics of what would become the Nordic style of larping. Every library in Finland has one, I'm sure.

The actual television documentaries were a series of pieces that started in about -96 and simply explained to bewildered people why the youngsters started to suddenly run around dressed like barbarians. If memory serves, at first the television programs were limited to relief spots at the end of news (probably similar to what there's in US), after which came a couple of magazine-type programs that interviewed larpers and youth workers around the issue. I distinctly remember at least one full-length documentary from around -98 or -99 that painted a picture of exciting, sexy young people who convened in old castles and other places to roleplay. It generated quite some discussion in the papers, too, as the people complained about boffer battles in their backyards and such. Can't ffind the name of the documentary in the web right now, but it was broadcast in the state owned Finnish Broadcasting Company channels.

A later development that established larping as an equal youth culture scene compared to others was the fictive television short series "Siiamin tytöt" (Siam Girls), which was broadcast in 2000. It featured young larpers with all the usual teenager problems, and fantasy larps where the game content and real life social relationships touched each other.


5. Next paragraph, you give us "Nordic roleplaying movement," "state support systems," and "mainstream art scene" without explaining any of them. These are BIG differences that make roleplaying in Finland VERY different from roleplaying in Anglo-American culture. Give up the beef.


This'd take another article to outline in full, but short definitions follow:

Nordic roleplaying movement: This alone would be a series of articles, and I wouldn't be the right guy to write it. The style of primarily live action play that puts emphasis on elaborate, auteur-controlled set-up and deep immersion of players. Specifically such games as played and written by the multinational nordic larpers, who exhange ideas and play in each other's games.

State support systems: I've earlier made it clear that Finland is a social democracy. For those who've slept through the world political scene for the last hundred of years, social democracy is like communism, but democratic and allowing of private interpreneurship. Other social democracies are mainly the other nordic countries (Sweden, Denmark, Norway, Iceland). Basicly it's like USA, but with somewhat higher taxes, and the tax money is used to support a big welfare and cultural system. This means that we have a hundred and one support programs for different kinds of culture, and quite frequently roleplaying fits into one or more of these: start a magazine on roleplaying and you can get cultural magazine support money for it, as an example.

Mainstream art scene: The rest of the art community, you know what I'm talking about. The youth television series I mentioned before is a good example: the society of Finnish larpers was integral in setting up and executing the larps that were used in making the series.


6. I think the History section needs a conclusion or a way to lead into the next bit of information. Actually, I'd suggest getting rid of the artificial seperation between "background" and "article," making the unified article both a summery of Finnish roleplaying up to now, and then a description of your reaction to the existing situation and how that led you to translate MLwM.


I'm somewhat ambivalent about this. Nothing against it, but the textual styles are quite different between the parts. And the first part is meant as a sidebar, to be run on multiple pages. Multilinear writing, you know.


1. I really think you need some more space to talk about the Monoculture and the Great Cultural War that doesn't make you seem like an extremist who exaggerates everything. Honestly, what American and the rest of the Monoculture needs right now is people getting in our face and telling us stuff that the rest of the world knows already: that unchecked cultural expansion and cultural imperalism is crippling and, in some extreme cases, destroying important parts of other cultures. And if this can be said in a serious and honest way, I think that you will get people's attention more than with the overblown stuff. Just my thoughts, again.


Yeah, this is the hard part. You see, you're supposed to be doing a roleplaying journal, and going through this stuff in detail wouldn't touch on roleplaying much. A hard equation all told, as the other option is to write the stuff again in a neutral format without all the culture war stuff.


I think you nailed it at the beginning of the Zacharias section. More of that. In fact, tell us about Zack, if you're going to bring him in. Not much. Just a few sentences will do. Why do you look to him for inspiration?


Zacharias is one of the Finnish literary masters who wrote in Swedish at a time when the finnish culture was still developing independence. Finland was for a long time part of Sweden, and at the time (beginning of nineteenth century) it was still uncertain whether Finnish would develop as a language of culture at all. Actually, it was uncertain whether even basic education would be worthwile to offer in Finnish. For centuries, all Finnish literature and culture had been created in swedish.

Topelius wrote exclusively in swedish, as did all authors of his time. He and the other guys then could have annihilated Finland as a nation by their choices. Instead they decided to support finnish newspapers, translation of literature and education, even when it meant death for their own particular brand of swedish culture - nowadays swedish finns are still deemed a kind of elite, but culturally they are dying out.

Zacharius Topelius could have chosen otherwise. He could have simply moved to Sweden to create his career in literature, or he could have used his cultural weight against the budding finnish language culture to secure his own legacy. A majority of the movers of the time decided, like Zacharius, to support instead of destroy the culture, and a generation later, it paid off: with the advent of the folkloristic movement and the first generation of finnish authors the culture brought forth some genuinely immortal literature of international scale. Even a part of the Nordic roleplaying movement can be traced to decisions made then. We owe our nation to these guys, and they weren't even finns, not really.

Topelius wrote a long poem about this once, commenting on the whole cultural conflict between Finland and Sweden. If I remember right, there is a kind of refrain that goes roughly "Sure we should be grateful to Sweden, but so should they to us." Topelius outlines the culture of conquest and monarchic politics that characterises the relationship of Sweden and Finland in terms of mutual sacrifice, and asks the Finns to deem the Swedish nation as a mother... a mother you should cast aside to grow as your own person.

Obviously there's all kinds of parallels to the situation betwix America and European cultures, for example Finland. The questions are no easier today, as the whole idea of cultural preservation is still as platonistic and anti-democratic as during the nineteenth century. Whether this stuff should be outlined in the article is again another thing, as this is supposed to be a rpg journal instead of general culture one.


2. Players switched to White Wolf games and such. What's the "such"? Be specific. If you just mean "mostly White Wolf games" then say that instead. I'm wondering what else they started playing.


What exactly was available in the middle of the '90s? I've understood that the WW games were overwhelmingly most popular of the new wave of games (Runequest, CoC, Cyberpunk and other oldies held on for years yet), but certainly there were others. I can find out if you're interested.


3. I want to hear more about your prediction of d20's dominance in Finland. Is it already gaining a large following, or are you just thinking that Finnish roleplayers will continue to follow America's pattern?


This one needs discussion before I'm able to say anything definite, but here's a start:

Currently d20 is marginal in actual play and especially the cultural scene (meaning the people who talk and write about gaming instead of just playing). Most d20 players come from Warhammer or CCGs, or are otherwise not very connected in the scene.

However, the current trend is towards following American trends, including commercialization of play habits. This is key: while the first two generations of players I've outlined have constructive habits of play (extensive house ruling and social contracts for the old school, cultural tie-ins to other disciplines for the second generation), I'm seeing a clear drift towards game-centered, consumption oriented hobby. While ten years ago people tended to invent and customize the games they played, I'm seeing more and more of the following:
- Knowing only one game.
- Rules paramount over social interaction.
- Enabling play by buying stuff.
- Less actual play, more hypothethical play.

Sound familiar? Guess which games support this behavior.


4. I want to hear more about the non-commercial nature of Finnish larping and how this insulates it from America's evil influences. This is very, very important, I think, because it (to some extent) also applies to indie and "non-commercial" games (we can argue about what those are) that sprout from the depths of the Anglo-American mainstream. You know, of course, that American larping tends to be dominated by White Wolf's Minds Eye Theater stuff, and so is often subject to commercialization and trends. Any thoughts too on why MET didn't come to domminate the Finnish larp scene the way the WoD invaded tabletop?


Like the above, we'd have to discuss this to get anything authoritative developed. Here's a start:

MET is not very popular because it's largely in conflict with central assumptions of the Finnish style. Most Finnish larpers play either vigorous action games or deep immersion experimentals, and neither can be played through MET.

The question then is of course how this Finnish style came to be. Our oldest larpers tell me that the very first larp was arranged in -89 by a small group of people (Esko Vesala and Sami Toivonen in case you're interested). They didn't have first-hand experience of larping, rather Esko tells that they'd just read about the english playing roleplaying games in this way. Obviously the Finnish style came to be a little different: no active GM, maximal realism, to mention two features that became definitive later on.

Later on, the indigenous Finnish style became to dominate the scene. There are some who got their que straight from America in the larp renaissance (middle of '90s), but overall the Finnish style has been overwhelming.

The factors I mentioned before make larping in this style highly resistant to common commercial affects. Thus the Finnish style of larping isn't going anywhere after getting established. This is what I meant when writing that roleplaying is the last form of culture that will feature geographical differences; what happened wouldn't have been possible with Internet in existence.


Speaking of which, where did Finnish larp develop from? Was it originally an American import too, but they just took the MET stuff and ran off in other directions very fast? Was it something you guys developed yourselves? This stuff should probably go in the History section.


As I explain above, it's apparently native. The earliest larps were slow-motion steel games, and strived to duplicate the tabletop play experience to the highest degree. Players made their own characters, for example. Games were exclusively fantasy, and during the first years of the '90s multiple groups with their own rules systems developed and finally made contact.


5. Assume your audience knows nothing about MLwM, because many of them will have probably never heard of it. You're going to have to say more about why the game was a perfect choice for Finland.


A point, assuming that you won't get the article about MLwM you implied before. If somebody else writes exclusively about MLwM, there's no reason for me to do so.


6. So, the end of the article doesn't have any "oomph." The game sold 100 copies. People like translated games in Finnish after all. You make it sound like what you did is ultimately just a finger in the dike. Maybe it is, but it'd be nice to have a slightly more hopeful outlook at the end. Or maybe that's just my naive American optimism speaking :)


Perhaps I should write about another matter in the end, something that's actually positive. If you'll wait for a couple of months I'll start offering the game to the libraries. Who knows, I might well sell the rest of the printing to them...

Seriously, the ending is really a part of the style. A crazed soldier isn't likely to be very optimistic. And to tell the truth, I myself don't feel very optimistic some of the time.

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On 10/4/2004 at 3:55pm, Jonathan Walton wrote:
RE: [Draft]The front lines of the Great Culture War...

Well, I think ALL of that stuff is great, but I'm a Cultural Studies fiend, so deciding what things are appropriate to include is, like you say, another matter entirely. I think I'll step back and let a few other people take an axe to it before touching that one.

Besides, I have stickies to work on...

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On 10/4/2004 at 5:46pm, clehrich wrote:
RE: [Draft]The front lines of the Great Culture War...

Eero,

This is relatively off-the-cuff, not something deeply considered for days and weeks, so bear that in mind. I'm also going to be blunt, because I love this article and I want it to be brilliant.

1. The drastic tone-shifts about the "great cultural war" don't work for me. They seem affected, even pretentious, and it seems to me that they don't really strongly support the point of the article itself. At the same time, I think it is extremely important for American readers -- and in fact all non-Finnish readers -- to have this stuff laid out clearly. So I'd change the tone but not the basic content.

2. The question of libraries should be foregrounded. You are surprised to hear that public libraries in the US do not have RPGs, and we are a bit surprised to hear that public libraries in Finland have lots of them. For exactly this reason, you need to discuss a little bit the issue of public support for "cultural" products and so forth. In America, this is so hyper-politicized that public libraries are generally very cautious about buying CDs of rap, punk, heavy metal, and anything else that someone might someday consider offensive or disturbing. RPGs are sufficiently controversial and non-mainstream that libraries simply ignore them. In addition, public libraries in America generally have ridiculously small amounts of money to play with, so they really don't buy almost anything except recent bestsellers in fiction and nonfiction, some "how to" stuff that has a proven track-record, and children's books. That's a bit of an exaggeration, but not by much.

3. I know what you're saying about translation, but I think Jonathan's question indicates clearly a potential reader disjuncture here. You have to remember that the vast majority of Americans take so little foreign language in any kind of school that they know just a few words. Further, most Americans do not see this as a problem, since English is obviously the common language of the world and everyone else should learn it just to get with the program here. This is exactly what you're talking about with the culture-wars, I think, and you need to draw out why translating into Finnish matters so deeply in fighting that war. This reminds me of my Dutch friends: sure, they all speak English, most of them better than my American students, but Dutch has value to them other than simple comprehension. I think a lot of Americans simply do not see that language is not merely a means of communicating ideas transparently, that it carries cultural weight and memory. Which, I think, is something you take for granted because you are an educated person from a country other than America. Bear in mind that even on a place like the Forge, where the education level is pretty high, a lot of folks really do believe deep down that in examining prose, it's only the ideas that matter, not the style and grammar and such; thus so long as one writes in a language (such as English) that the reader can understand, there is no particular weight or meaning to anything but the "content". People discuss literature in America largely in terms of ideas, morals, and the like, and there is this whole issue of "elitism" that dominates. For example, there was a whole fight about Jonathan Franzen's book, I forget the title, that Oprah recommended on her show; a lot of people said that because it uses a lot of long, weird words (that can be found in any decent dictionary) it's elitist and bad. This was taken seriously as a criticism! So you may need to restructure your thinking a little bit so as to make an argument that to you (and to any well-educated person) is obvious but in America is still taken as a bit controversial and probably a bunch of egghead intellectual nonsense. Remember that our president's statements that he doesn't read newspapers and that his favorite philosopher is Jesus were and are taken as reasons to vote for him by a scary percentage of the country.

4. The issue of industry and profit seems to me relatively incidental, and if you expand other sections of the article this stuff can remain pretty strongly in the background. Not that you should cut what's already there, but I don't think this is the article for discussing how LARPs can and cannot be capitalized upon in terms of money and advertising. Besides, in order to explain this really clearly, you'd have to explain how Finland's economy works, its moves away from earlier socialism, and so forth. I say leave that for another article -- such as the article on the Nordic roleplaying movement you mention in this last response.

5. Your remark on the state support systems really highlights the differences in assumptions here. I think it would cross almost nobody's mind at the Forge, for example, to try to get federal support of any kind for RPG projects of any kind. Simply impossible. We have enough trouble getting the Feds to support public television! What's interesting here of course is that it's America that is odd on this, not Finland: this kind of state support for cultural products of any kind is normal in just about every wealthy country I know of, but in America it is often derided in the mainstream press as wasting money on silliness; one has only to think of the responses to various art exhibits (Maplethorpe and Bacon leap to mind). Note that what you call "mainstream art" would in America either usually be seen as either not art or not mainstream. Again, I think you need to divide up this kind of issue into the stuff that supports the question of translating into Finnish as part of a cultural war and the stuff that goes better into a Nordic Roleplaying article.

6. I don't love the sidebar on history. I'd keep it right at the front as an introductory section. I think it's far too important to your argument to suggest it's incidental.

7. Use the stuff on Zacharias and Topelius to explain why using the Finnish language has real cultural weight. This seems to me like a useful transition from "Finnish RPGs" to "Translating an RPG into Finnish." One example that may be familiar to a fair number of our readers would be Tove Jansson's children's books, which if I remember correctly are in Swedish. That also gets you into various weird little goblins, trolls, and whatnot.

8. What I think is the only really serious problem here is that MLwM seems almost like an afterthought. Really talk about the process, the game, the choices you had to make, and so on. This should take up a good third of the space. This is the point of the whole article, to which most of the rest is context and setup. I need a lot more detail here! Get technical: how did you render X? why? what other options were there? You gesture at these things, but really do a close study. This is the payoff of all that background, and it's also where your arguments can become concrete and specific.

9. The conclusion, if it comes after a detailed discussion of the translation of MLwM, should slot the whole thing back into the cultural war and the position of Finnish language in it. The number of copies and such is interesting, but the real point is what blow you think you have struck here.

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On 10/4/2004 at 7:52pm, Eero Tuovinen wrote:
RE: [Draft]The front lines of the Great Culture War...

Great comments, Chris. You've articulated simple yet effective ways to mend the text into something coherent. I've been really ambivalent about going any deeper into either the translation or the Finnish roleplaying scene here, but it seems that both you and Jonathan see no trouble in expanding. If that's the case, I could see stripping the rhetorical figures and expanding the text by about a third or so to include a detailed explanation about the Finnish context and the process of translation we went through. More academical and less polemic.

Anyway, I'm starting to have quite a good handle on what this should look like. Anyone else is free to add input, but I'm ready to rewrite myself. I can likely get a revised version ready some time next week. How about it, Jonathan?

As for the revision prosedure Chris opened for discussion in the other thread: I'd imagine that we'll get some better preliminary drafts after a couple of articles are finished and we get some notion about what style, breadth and depth are ideal. I for one would certainly write a better article than this now.

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On 10/4/2004 at 11:33pm, Jonathan Walton wrote:
RE: [Draft]The front lines of the Great Culture War...

Go ahead and rewrite whenever you feel ready. I agree with everything Chris said. Ditch the economics stuff and focus on the places where the Finnish experience differs from that of the majority of your audience (Anglo-Americans) and the actual translation of My Life with Master. I wouldn't count on another article about the game at this point, so you may have to give some background on Paul's work, but don't summerize the mechanics or anything; just talk about the bits that are relevant to the translation process.

Eero wrote: I'd imagine that we'll get some better preliminary drafts after a couple of articles are finished and we get some notion about what style, breadth and depth are ideal. I for one would certainly write a better article than this now.


Totally, and that's why I wanted to go ahead, throw your article out there, and hash it out a bit, so people have some idea about how this is going to go and what an acceptable article looks like. It'll be even easier once we put a whole issue together and people grok the feel of the journal.

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On 10/5/2004 at 3:13pm, Rich Forest wrote:
RE: [Draft]The front lines of the Great Culture War...

Eero,

I have some thoughts to add to the conversation, but I can't possibly do so earlier than the weekend, maybe even Monday. I work best when I do just one thing at a time but do that one thing really hard. I'm doing that right now with my qualifying report, but I'll be free of it again (temporarily) after the weekend. Just wanted to let you know that I'm out here, thinking, and planning to get you some feedback.

Rich

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On 10/5/2004 at 3:53pm, Eero Tuovinen wrote:
RE: [Draft]The front lines of the Great Culture War...

Rich Forest wrote:
I have some thoughts to add to the conversation, but I can't possibly do so earlier than the weekend, maybe even Monday. I work best when I do just one thing at a time but do that one thing really hard. I'm doing that right now with my qualifying report, but I'll be free of it again (temporarily) after the weekend. Just wanted to let you know that I'm out here, thinking, and planning to get you some feedback.


Good to know! And no hurry, I won't possibly have time for the rewrite before the next week anyway, what with a topology exam, a couple of newspaper articles and a rpg session to prepare for.

I'll probably take the time for the article in Wednesday or Thursday or so, so discuss it all you want.

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On 10/11/2004 at 3:56pm, Rich Forest wrote:
RE: [Draft]The front lines of the Great Culture War...

Hi Eero,

I think there's a lot of strong stuff in here, and I have some notes about things that really struck me, particularly stuff I'd like to see more of.

So, to start with -- what they said. And especially two parts – 1) keeping the culture war stuff but shifting the tone, and 2) expanding the stuff about the translation and why it’s so important.

That’s the core of the article, right there. A lot of what I have to say is really just explorations in how that might be done. First, with the culture war, I think it is good for you to include your take on the matter. Don’t strip out the politics. But do think about who you want to address, and shape the tone to your audience. Right now, the tone is a bit like a manifesto. The problem is, manifestos are supposed to fire people up to take action. Ah, but who? In this case, I think the ideal audience for the current version would be specifically Finnish roleplayers who you want to fire up to do more translations and play translated games; beyond that, it might include folks in other countries who you’d want to get fired up to do translations into their own native languages. I’m not sure whether most of your readers are going to actually fall into one of those categories, and if you were writing to Finnish roleplayers about the importance of having games in Finnish, that’d be something you’d probably want to write in Finnish. So who are you talking to? As a reader, I may be able to empathize, but I’m left at a bit of a loss as to just what I’m supposed to do next. Also, I think a lot of readers are going to wonder whether they’re the monoculture. And maybe they are :-)

Now I bring it up sort of humorously, but I do think it would be worthwhile to get into the monoculture stuff more. You mentioned that you didn’t want to derail the point from talking about roleplaying, but in this case, talking about what you mean by the monoculture is talking about roleplaying. It’s necessary context for understanding the article. I’d also add that it would be worthwhile to problematize “monoculture.” Right now, it’s sometimes hard to parse who you’re talking about when you’re talking monoculture. Are you talking Anglo-American, especially U.S. RPG monoculture? Are you talking d20? Are you referring more broadly to say the encroachment of the English language in contexts where previously Finnish would have held sway? Or the prevalence of a very Anglo-American vision of geekery that is growing in Finland? Or the spread of American entertainment industries in general? Or… well… you get the picture. It seems like the essay switches back and forth a bit on these, and it isn’t always clear which one is in view at any time, and it’s especially hard to tell how they’re related. This may in part be a side-effect of talking about monoculture at all, which after all is after all monolithic, as well as an effect of the culture war rhetoric, which encourages drawing clear battle lines and generalizing a bit about the enemy. I think the essay would be strengthened by a lot more clarity about what monoculture means throughout. Otherwise it looks almost like local = good, foreign = bad. But wait, no… foreign = bad except in translation.

Here is where I think the war rhetoric may be holding the essay back. To me, one of the most interesting parts of the essay doesn’t get dealt with because of the war rhetoric – your position as translator. I think it’s a complicated position, but the current text doesn’t show that. The current text firmly places you as striking a blow against the monoculture (see how insidious this whole war rhetoric is?) by translating an American game into Finnish. But if we break that down, aren’t you, in a sense, bringing more of the monoculture in (albeit, you might argue, on your terms)? Isn’t an American RPG representative of the monoculture? Or are you saying that indie RPGs don’t count as part of the monoculture? But then, why not? Also, what makes translating an American RPG a powerful blow when compared to, say, creating a homegrown Finnish RPG? And as translator, how are you implicated in the spread of the monoculture? How do you negotiate your place among American RPGs, Finnish RPGs, monoculture and local culture? Aren’t you, in a sense, a real expert in the monoculture – you are familiar with the American independent RPG scene. You’re also very proficient in the English that you’re arguing Finnish RPGs would be better without. That’s interesting stuff, and I think it’s worth exploring.

Here are a couple of quotes that brought the issue to the forefront of my mind when I read the essay. I’ve added some emphasis to some lines:

Eero Tuovinen wrote: Fine, onward then. It's clearly demonstrated that there is an important function for championing native language in roleplaying, for there is no roleplaying of any caliber without language. It was a fore-gone conclusion that what should be done would be translating a roleplaying game once more: for a decade no roleplaying game has been translated into Finnish, only native games have filled the function. It was time again to remind people of what's what.

*snip*

Paul Czege's My Life with Master fit the bill admirably: a game in a completely new paradigm, one that would never see Finland without our intervention. A game of highest caliber, and one that would be easy to play for younger folks as well.


This implies that native games can’t show people what’s what, or at least, they don’t seem to be doing it. So the only way to save local Finnish roleplaying from the monoculture is to import games, but in translation. This is the kind of issue, I think, that really needs to be explored. But it really doesn’t jive well with the more strident aspects of the tone. As translator, you’re in a much more complex place than war metaphors allow you to explore. But this is the part that is in many ways most interesting (at least, it is to me).

A thought on structure – I read this and immediately thought a version of it would make a great way to start the essay…
Eero Tuovinen wrote: In the friendly local gaming store I saw racks over racks of miniatures, a shelf over shelf of D20 merchandice, and a long - admittedly varied - row of other favoured games. All in English. At the long last I finally perceived where all the Finnish games had gone. And here I kid you not: they were tucked away in a far-off corner, all jumbled up in stacks, old games and new. Most of those games were some fifteen years old in the least, only one or two published this side of the millenium.

And then, when I opened my ears and listened, 'lo and behold: whenever I heard roleplayers talk, and whenever the talk turned to matters of technique and mechanics, did I hear correctly? Were they all verily speaking in tongues, not in finnish at all? For it was common occurrence to hear from roleplayer's tongue a curious creol of plain finnish words, mixed with english and various mechanical terms of different games, all twisted in a slang or argot or jargon nigh impossible to understand for a non-roleplayer. The effect is near impossible to duplicate for monolingual readers, but if finnish was english and english was french, it might have sounded like this: "Did you roll le preservatif? I'd have put globe incendie on les squelettes!"


I think it frames the issues that are central to the piece; it gives us some context for how and why you came to write this. It also sets up the issue of translation, and it does it right up front. And it is the only place I noticed where I really get any info about what’s going on with local Finnish RPGs right now – that they’re tucked away in the corner. I think the essay could use more of that, as I noted above, and how it relates to translation. Also, as an aside, why does the code-switching example use English and French rather than just flipping the English and Finnish? That would be just as effective, wouldn’t it, and also have the virtue of showing us more Finnish?

Those are the some of the most striking areas to me. There’s more I could add, but I think with Chris and Jonathan’s comments, I’d rather not overwhelm you with feedback at this stage. I do have detailed, line-by-line reactions that I wrote all over a printed copy of the manuscript. If you’d like those, PM me a mailing address and I’ll mail the pages to you directly.

Rich

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On 10/11/2004 at 11:22pm, clehrich wrote:
RE: [Draft]The front lines of the Great Culture War...

Rich Forest wrote: Also, as an aside, why does the code-switching example use English and French rather than just flipping the English and Finnish? That would be just as effective, wouldn’t it, and also have the virtue of showing us more Finnish?
I thought this was very effective, actually. Eero is, I think, assuming that we know some French but do not know any Finnish; for me, that was a good assumption and helped me see fairly concretely what he had in mind. If the reader can be assumed not to know any Finnish, I think a direct reversal would have a very different effect, a sort of incomprehensible/comprehensible as opposed to distant/familiar, which is not the same thing.

Chris

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On 10/12/2004 at 12:53am, Rich Forest wrote:
RE: [Draft]The front lines of the Great Culture War...

Chris,

That makes a lot of sense. It is more parallel, assuming the reader has some familiarity with French. I don't really, which is probably why I thought, "Hey, let's get some more Finnish in here." But it is a lot more likely than familiarity with Finnish, and I'm seeing the advantages of hitting the "distant/familiar" target over just getting more Finnish represented.

Rich

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On 10/12/2004 at 6:31pm, Eero Tuovinen wrote:
RE: [Draft]The front lines of the Great Culture War...

Rich Forest wrote:
I think there's a lot of strong stuff in here, and I have some notes about things that really struck me, particularly stuff I'd like to see more of.


Good comments, they firmly outline the perspective an american reader who's not familiar with the rhetoric has with him when reading. For the record, MLwM is obviously not a part of the monoculture as visioned by our soldier in the trenches, for the simple reason that it's elitist in it's vision of roleplaying. And if that's an incomprehensible statement, start a new thread about positive elitism in art and I'll explain.

I'll be much more detailed in the second draft, going for a reasoned and firm style instead of feverish and funny. I'll likely drop the whole concept of monoculture - maybe mention it for those who'd recognize it, but otherwise keep the text out of the ideological field. The same thing can be said by referring to "the effects one-sided cultural flow has on both sides of the exhange", after all.


This implies that native games can’t show people what’s what, or at least, they don’t seem to be doing it. So the only way to save local Finnish roleplaying from the monoculture is to import games, but in translation. This is the kind of issue, I think, that really needs to be explored. But it really doesn’t jive well with the more strident aspects of the tone. As translator, you’re in a much more complex place than war metaphors allow you to explore. But this is the part that is in many ways most interesting (at least, it is to me).


I'll assume that you really don't get it and are not just pulling my strings. If I'd get this kind of stuff from an European, I'd assume that he's intentionally dumb. Apparently this stuff really is not in the forefront even in the intellectual America... I'll be much more detailed in the next draft.

Cultures need to either fracture or exhange ideas, any other option leads historically to stagnation. The multicultural position is not a position of stagnating the culture into a reservation, but rather a strive to find a balance for all cultures to develop organically, not through assimilation.

Finnish roleplaying culture is clearly in danger of assimilating into the American commercial roleplaying mainstream, for the simple reasons of exposure and lack of options. The correct answer is not starting to ostracize american culture for simplified nationalistic reasons, trying to preserve through denial. Then again, accepting the clearly inferior commercial roleplaying model as an alternative to the tribal model (this is something the first draft should have characterized more, perhaps) that developed in Finland in the '80s would be foolish. Instead of either assimilation or denial, the actors of such a culture should try to learn where possible, adapting what is superior in the other culture for use in their own.

This is why translating an American game is not the bogeyman of simplified nationalism. Hiding our heads from the good stuff Americans have developed will only assure that in ten years, the imported culture will be in toto superior to what Finland has. Rather better is to keep the cultural channels open, drawing inspiration from what is good in America, while keeping intact the local capability of creation. The culture should be at once independent and open, a feat that both individuals and cultures find troublesome.

This is obviously not to say that publishing finnish games wouldn't be a good move. However, in the current situation the Finnish rpg scene is not really ready for it - this is proven by the recent publications of Myrskyn Aika and Praedor, which each represent a different Finnish paradigm. Praedor kicks ass, but it's a finished, stabilized form, like what the next edition of Runequest would have been if there'd been one in the late nineties. Myrskyn Aika on the other hand is proof positive that the Nordic movement is not yet ready to publish, or it's form of roleplaying is not suited to the traditional paradigm of roleplaying book - either way, the game is redundant and in all manners inferior to corresponding American games, failing spectacularly to transmit the ideals and innovations of the Nordic style.

This being the case, it's clear that the finnish scene is not at a stage in it's development that would be benefited by local games. The only current local games I've seen that are worth publishing compared to american indie are from my own pen (intolerably egocentric, I know), and that's only because I currently operate outside the finnish traditions in my design (meaning that there is no significant Finnish influence in it). Any game of mine would have exactly the same lessons for the Finnish rpg culture as MLwM has, so in this particular case MLwM was a much better choice. It's much more important right now to refertilize imaginations by learning from American indie, to learn some play concepts that are 'nigh incomprehensible to most finish players. The time to change emphasis from translation to local game production is in a couple of years, when the Nordic movement ripes, and again in some 5-7 years, when the indie revolution is internalized and can be reflected through the finnish gaming culture to hopefully repeat the Nordic phenomenon. (If I'm awfully harsh about some aspects of the local scene, that's just because the larping, immersionist theory and cross-form artistic movement are genuinely superior in Finland compared to USA. Compared to those some other aspects look really awful, inexcusably so.)

Now that I'm writing all this, it's clear that I could have indeed written all kinds of stuff into the text that was left out. The details of finnish styles, their corresponding games, the rationale of pushing indie games in Finland - all this was left out. Well, luckily most of that stuff won't be needed to this degree when I tone down the style, and the rest can be added.


Those are the some of the most striking areas to me. There’s more I could add, but I think with Chris and Jonathan’s comments, I’d rather not overwhelm you with feedback at this stage. I do have detailed, line-by-line reactions that I wrote all over a printed copy of the manuscript. If you’d like those, PM me a mailing address and I’ll mail the pages to you directly.


Thanks, but save it for the next draft. You've all given very classy feedback, and I'll be hard put to apply everything when I'll work with the text. If I were to derive editorial policy (where are those stickies, by the by?) from your enthusiastic questions, we'd need a series of articles to cover everything. I'll try to balance all potential issues to get something that satisfies everybody.

I'll try to write the new version this week. Jonathan hasn't really commented strongly on any deadlines, but I assume that we don't have too much time in our hands.

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On 10/13/2004 at 3:43am, Rich Forest wrote:
RE: [Draft]The front lines of the Great Culture War...

Hi Eero,

I think we’re mostly on the same page, except that we seem to have talked past each other a bit. For the record, I like where you’re headed with the article.

So to clarify what I was up to: I was “reading against” the essay intentionally a bit, but you're also right in guessing that I wasn't pulling your strings. But I wasn’t actually taking you entirely literally, either. Hell, Jonathan likens the piece to “A Modest Proposal” in his first comment, so I’d have to be pretty stubborn to ignore that and actually believe you meant every word of the essay and that you and the soldier are in complete agreement :-). I did get that it was somewhat tongue-in-cheek, or perhaps I should say sometimes tongue-in-cheek. But at the same time, I was also being completely genuine in my reactions to what I had to work with – awareness that an exaggerated position is being proposed wasn’t enough to figure out what was really being said. I was still unable to really decipher your own, more complex position.

So throughout my post, what I wanted to highlight was the language used to frame the position/s in the essay along with the context-knowledge that is assumed of the reader. I wasn't really focused on the position/s themselves. As reader, I may know you don’t mean it all to be taken literally, but I also know that you do have a real position on the issue. But I don’t have a clear way to figure out what that is. So I wasn’t just playing devil’s advocate. I was confused about the points mentioned – not in the sense that I couldn’t imagine you might hold another position, but in the sense that I couldn’t guess what that position was. I think a lot of readers would have the same reaction.

So I still stick by what I wrote in the above post, but maybe it would have been clearer if I’d framed it something like this –

Rich Forest should’ve wrote: Eero,

One thing you asked about was how much context could be assumed. Here are some areas where I think readers will need a lot more context in order to understand the essay. I’m going to ask a bunch of questions here because I think these are areas where you understand exactly what you’re saying because you wrote it, but where readers might need more details in order to get what you’re saying. And not only readers who aren’t aware of discourses on “the monoculture.” I think even readers familiar with the various positions that can be taken on this issue won’t be able to tell how they should read the essay.


(And it’s worth noting here that I made the same mistake in my post that you did in your essay. I left too much of the context of my post implicit and didn’t make it clear enough what position I really was taking. I simply didn’t give enough information for you to be expected to figure out how to read me. So, uh, do as I say, not as I do…)

I’d like to emphasize that I’d expect problems of interpretation even for readers who are familiar with debates about the monoculture. While I’m not exactly well-read on these issues in particular, I am broadly aware of that they exists. And I suspect that even given a decent familiarity with the issues involved, even knowing about all the multiple, more complex views out there than the soldier’s, I still wouldn’t be able to peg down a reasonably sure reading of the essay. (Now maybe that’s the point, but I think a clear overview is actually more interesting and more relevant to the likely audience.) One reason it might be ambiguous even to the initiated is that while the soldier’s view is extreme, it isn’t entirely implausible. There are plenty of folks who do take roughly that position. Would an expert reader, familiar with the rhetoric, know how to best interpret the piece? I’m not so sure – I suspect not. (I could be wrong about that, though.)

So anyway, that’s what all those questions in my post are really about. They’re things I think need to be more concrete. Imagine me as an initiated reader, deeply familiar with the issues. I think I’d still be going, “Ok, he’s exaggerating on purpose, I know that much. But how much? What’s he really think?”

From your last post, it looks like my own post could have been read as presenting a bunch of real counterarguments to the points in the essay. That’s not how I meant it – I meant it as a sort of question-raising to highlight ambiguities that seem to me to need more development and more explicit context. Also from your last post, you seem pretty clear on what kind of development and context would be useful, so I’ll shut up now and wait for the revised copy. :-)

Rich

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On 10/13/2004 at 7:24am, Jonathan Walton wrote:
RE: [Draft]The front lines of the Great Culture War...

Eero Tuovinen wrote: (where are those stickies, by the by?) ...Jonathan hasn't really commented strongly on any deadlines, but I assume that we don't have too much time in our hands.


I was running Dogs all day yesterday and out of town before that. You've got my attention now. Here's my to do list for Push:

1. Work with Chris & Rich to develop style/writing guidelines.
2. Talk to Neel about what shape Lexicon is in and what he needs from us.
3. Talk to Gary about what kind of Unaris content would be appropriate, from both our perspectives. Maybe think about running Unaris with a bunch of people and then each writing about different aspects of the experience.
4. Start a new thread where we begin to pull different ideas and pieces together into some sort of structure.
5. Work on my own piece.

So we still have some time, but the sooner we have real content the sooner we can really get to work. You're one step ahead of the game now, Eero, but that's incredibly helpful and commendable.

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On 10/13/2004 at 10:29am, Eero Tuovinen wrote:
RE: [Draft]The front lines of the Great Culture War...

Rich: That's cool, I got what you meant. As I said, it's good to draw attention to the level of detail I'll need to get through.

Let's put this one to rest for a couple of days and come back after I get some writing done.

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On 10/20/2004 at 5:26am, Eero Tuovinen wrote:
RE: [Draft]The front lines of the Great Culture War...

Here's the next draft of the article (late, sorry). It's a quite different beast (although some history text is there unchanged), and I had beastly trouble in its writing; when stripping the war rhetoric I somehow lost touch with how all of this stuff was supposed to pertain to each other, not to speak of hanging together. I'm not quite sure that the choices I made are the correct ones, but the rules stay the same: rip it apart, and we'll see if it's salvageable.

I opted to keep the MLwM stuff secondary compared to the culture thing, mainly because that was what Jonathan first asked me for. Also, I'd have to get into all kinds of not very roleplayingly detail about translation if MLwM were the main topic. Possible, but not for this journal. There's simply not enough to say about such a translation that would pertain to rpgs.

I should note that I went to this with some vague intention of being a little more formal, but managed finally only conversational (no doubt improvement over "feverish", the mood in the last draft). That's because the topic is a tad important for me personally, and because major parts are based on personal experiences. Easier to be conversational. I left off the literature footnotes as well, mainly because I have no friggin' idea about what titles an American would read for the sociology applied here. And I don't see exact reasoning of the sociological model applied here that important (interesting as it may be), as it's only a basis for my culture politics. We can put together a bibliography, though, if that's beneficial.

To be frank, I'm not very convinced that this is any better than the last version. Maybe somebody can point out why I'm not getting my stuff together. Perhaps the topic is too daft, I seem to have all kinds of trouble with creeping naivete when arguing this stuff.

And if somebody wants more about the actual translation stuff, I'm open for suggestions on what, exactly, is suitable. Perhaps I'm jaded with translations, but the actual job is actually pretty routine.

Against the geek, choice

I'd like to share with you some notions, and adjoint experiences. You see, I was recently part of a remarkable project: a game translation to a small language. It was a strange whimsy, the translation, but certainly reasoned. You see, nobody had done it for years and years, and there was no reason to, really; everybody knows English just fine. Still, an experience to savour. I thought it quite dapper, actually. Let me tell you why.

Have you ever considered culture as a choice? It is that, you know. Everybody's headspace is formed out of uncountable cultures and subcultures that connect in unique ways, while those cultures themselves are only compounds of the very same headspaces - we are our culture, in our opinions and actions, every day.

In roleplaying, too, there are multiple cultures, all intermingling in our heads. There's MET players and dungeon hackers, otherkin and wargamers. Each has various connections to youth culture, commercial ventures, other games, our games, their games, no-games. All these subcultures belong under the umbrella term of 'roleplaying'.

Also, roleplaying differs between countries. Although the form was invented in USA, it has spread over the western world. The early '80s was a time of internationalisation for roleplaying, when it spread through the industrialised world. Since then the local roleplaying cultures have evolved their own special features. Roleplaying will likely be the last art form to develop thus, as the age of the Internet will decimate the national borders.

Everything you know about what roleplaying is depends on how the basic idea connects to cultural points. Popularity of fantasy, say, or the penchant to active-passive disjunction in player roles. This is an article about these connections, and how they change. To be more exact, I will tell you about how American roleplaying affects a country beyond the sea, and about the choices we face as consequence.

You see, with Internet and globalising markets, European roleplaying cultures are confronted by the need to adapt to how roleplaying is understood in America. These are again choices, like I told you in the start: the roleplaying cultures in whole countries will adapt through individual choices, until the global roleplaying culture is found in compromise.

Geek, your name is America

There is one overarching problem with the globalisation of roleplaying, and that is the way American roleplaying is embedded in the geek culture. This is specific to how roleplaying has historically been conceived: it sprung forth from the wargaming culture, slowly developing under huge assumptions.

The geek heritage affects everything in American roleplaying: regular campaigns, mastering complex rules, willingness to dwelve in spurious detail, fetishes over genre cliches, high kewl factor, cambellian notions of content, abnormal social expectations, esteem through proficiency, suspicion of art culture and tribal affectations, to name some aspects. These are all features of American roleplaying, but what's more important, they are features that do not manifest in independent roleplaying cultures.

There's no doubt that there are positive strengths in this heredity, but likewise it's clear that there's much that could be elsewise; myths of unhygienic and asocial roleplayers are based partly in fact after all. While the American roots have given our art strong mechanical background, the taboos around artistic motivations also tend to drag it down.

The geek heritage cannot be ignored; being that roleplaying originated in America and there has been a constant stream of games originating there, it's no wonder that a great majority of the world already shares the geek culture features of American roleplaying to some degree. Global communication and market convergence will make certain of the confrontration.

However, it would be unconscionable for us to simply accept this. Culture is a choice, remember? There is worth in the plurality of notions that the first decades of roleplaying created. Without conscious decisions from the participants of the roleplaying culture there's little doubt that the active currents of the majority culture will dominate the future of the hobby. "Active currents of the majority culture"? That's d20, man, and all the other deliberately commercial forces on the roleplaying field.

You see, the reason for the manner of expansion we've seen in the American enroachment in the late years is simply that not all cultures act the same. The greatest impact is always with the most ruthless culture, and there's not many that surpass the "mainstream" of American roleplaying; while the American roleplaying culture is much more, the greatest influence in foreign countries has naturally always been with the subcultures that are actively expansionist: thus the big corporations are the facade that America shows the rest of the world. Names are easy to name, they are in my local gaming store. The kings of the hill seem to currently be WotC, WW and SJG if my retailer is to be believed.

And it's not really that this cultural expansion would only affect Europe and the rest of the world. Rather clearly the same forces are at work in USA, where the roleplaying field has for a long time been defined first by the companies, and only second by any other interest. The players are taught aggressively to champion the commercially developed geek model of roleplaying, wherein sadly many of the best aspects of American roleplaying are deaccentuated: geek virtues of innovation and intelligence, for example, are de-emphasized in favor of consumerism and strong audience stance. This is real, and it happens now. Culture is a choice, but what you choose is affected by your culture.

So, the point of the argument is pretty simple: when we learn and teach the essence of roleplaying, it's our own choice what that roleplaying will look like. It doesn't matter whether you're American trying to find players for Dread or an European trying to find a non-d20 game in the shop. What you confront is the American "commercial geek", and he wants you to play like he does. There's money in it for him.

In truth this discussion is already an old one, and it applies to all things, not just roleplaying. There are always expansionist cultures in all areas of life - and that is good, for they bring change and dynamism to the world. However, when the expansion is accepted without thought it becomes assimilation, and people no longer decide their own way. There's no reason why the changes in roleplaying culture cannot be likened to currents of language, say, or evolution of folklore - it's all about the cultures we choose to espouse and adapt for our use.

Scene II, enter Finland

That was all pretty abstract, and not especially convincing in itself. Let's dive amongst some particulars. Particularly, let us take a look at how roleplaying fares in Finland (it's a country in northern Europe, doofus). Finns are particularly noteworthy for being a cornerstone in the Nordic movement of roleplaying, one of the more public alternative roleplaying subcultures. They'll be a good example of how an independent roleplaying culture develops and disappears. Let's start with some history:

footnote wrote:
Nordic style?

Nordic style of roleplaying is a vaguely defined group of larpers from the Nordic countries that exhange ideas and participate in each other's games. Their games feature deep immersion and heavy artistic notions in an effort to create strong experiences for the participants.


Roleplaying came to Finland at the start of the '80s through individual hobbyists who got their games straight from America. At first the new hobby spread mainly through word-of-mouth, slowly gaining adherents. The trailblazing phase ended in the latter part of the decade with simultaneous media coverage in computer magazines and the like, opening of specialized retail outlets and multiple game translations in quick succession. The years at the end of the decade and start of the '90s were the first renaissance of Finnish roleplaying, when an estimated five to ten thousand players came into the hobby in a few short years.

Games translated during this period include the original D&D (-88), Runequest (-88), Traveller 2300 (-88), a collection of Fighting Fantasy books (87-88), Twilight 2000 (89), Battletech (-91), Cyberpunk 2020 (-91), Call of Cthulhu (-92), Stormbringer (-92), Paranoia (-93)... in a word, about all central roleplaying games of the decade. The most successful were perhaps Runequest and Cyberpunk, becoming kind of baselines of their respective genres. Those two and a dozen lesser successes garnered a multitude of translated source books as well.

Translated games played an important role in developing the hobby, as they became an investment for the massive public library system of Finland, which in it's turn supplied these games for practically the whole Finnish population of potential players. Consequently the number of roleplayers has continued to rise slowly yet steadily even after the golden years.

During this time Finland sported at best five simultaneous roleplaying fanzines and a number of gaming stores. Games were also sold in bookstores all over the country. Roleplaying resided in a curious zone of commonality coupled with obscurity, as every small town had a couple play groups, yet mainstream media noticed the hobby hardly at all. It was not to last.

In the middle of the '90s came a sort of a backlash: The core of Finnish roleplayers had matured through elementary school and gained proficiency in both languages and the Internet: the roleplaying scene quickly internationalized. The effect was compounded by the fact that American roleplaying was at the time going through an evolution that, while slow and imperceptible from inside the culture, was near revolutionary for Finns whose roleplaying was largely based on the classic games of the '80s. The time-jump from Runequest to Vampire: the Masquerade was instant, and has left a clear bias in the "second generation" of Finnish roleplayers, who currently form the hard core that gives form to the scene.

The internationalization process was a boon for the small gaming business, as consumption jumped through the roof via imported games, the CCG craze and all that. However, this also meant death for the fanzines and game translation. Neither was needed when the distances suddenly dropped to practically nil, and the hobby oriented to instant response towards America. Even libraries started to invest in English language products.

The middle of the '90s was also the time when larping became fashionable in Finland. The mode of play came to the country at the end of the '80s for the first time, and for the first couple of years it followed the development of roleplaying a decade earlier, but the divergence was unavoidable: to this day there is no satisfactory avenues of large scale commercial profiting from live action play. Thus there never was a commensurate push from the American game industry for conformance.

The second renaissance of Finnish roleplaying happened in just a couple of years, when the number of larpers jumped from a couple of hundred to a couple of thousand hobbyists between -95 and -97. At that point larping became media material, which roleplaying never before was: a couple of television documentaries later the number of at least occasional larpers has risen to rival the numbers of tabletop roleplayers, which had slowly increased to maybe twenty thousand strong.

The revolutionary effect of the live action awakening to Finnish roleplaying scene is best understood by noting that by and large, /these were new people/. A majority of these new roleplayers had never rolled a ten-sided die, but had instead a mainstream background in amateur theatre, literature, history or simply hanging out. There was and is a clearly perceivable culture gap between the forms, much greater than their purely practical differences.

Live action roleplaying is an extremely young and vibrant form in Finland, still seeking it's place in the cultural field. In the recent years it's become a part of the Nordic movement of roleplaying, as well as building connections to state-support systems and mainstream art scene through skimming the line between theatre and roleplaying.

Meanwhile, the live action renaissance has largely passed tabletop play by. Instead the last decade has been a time of slow maturing and stagnation of Finnish tabletop roleplaying. The currents of influence flow mainly from American mainstream, which is in a simmering cultural conflict with Finnish "old school", based on the late '80s ethos of roleplaying. The latter is nowadays represented by original Finnish games and legacy play of old favourites. The main example of the "old school" culture is the most significant Finnish roleplaying game, Ville Vuorela's Praedor (2000), which is nigh indifferentiable from Runequest itself as far as subject matter and approach go.

World without Gygax

Consider: although the American influence has struck it's mark on the Finnish scene, although majority of the games in the store are the same, the differences are momentous as well. The so-called "old school" plays stuff like Silver Age Sentinels or GURPS, correctly recognising them as essentially similar to games of the '80s. Meanwhile the new crowd, of which half are also larpers, plays GM-controlled freeform. Nobody plays exclusively D&D, and two thirds of roleplayers consider it silly. Larps employ rapidly developing minimalistic systems you haven't even heard of, while Mind's Eye Theatre is almost unplayed.

For the majority of Finnish roleplayers roleplaying is not the cultural extension of nerd stuff. Conservative estimations place 20-25% of tabletop roleplayers as women, while they are a majority among larpers. It's normal in Finland to play roleplaying games without watching Xena: the Warrior Princess, and the average roleplayer actually dares to ostracize or pity the most visceral geeks with their massive piles of gaming stuff and stupid monty haul stories. Usually only the GM owns the rulebook for the game at hand, and most roleplayers only own a couple of games. Roleplayers are normal in a weird way, like they were just ballet enthusiastics or something.

On the other hand, what Finnish roleplaying lacks in cultural connections to general geekery, it supplements in other ways: Finnish libraries stack roleplaying books (they are a form of art, after all), rpg designers are considered authors, media and the state recognize roleplaying as equal to other arts and there's rapidly developing connections between theater and roleplaying communities. It's almost a truism in Finnish discussion that roleplaying is art, not just a meaningless pastime.

The public roleplaying culture in Finland is centered mainly on the national level larpers' association and a cluster of roleplaying clubs in the university towns. These are all voluntary organisations, as well as the Ropecon association, which gathers roleplayers from all over the country in a perennial convention. The commercial structures are simple, with no distributors or non-indie publishers. Lately Finnish roleplaying games have been published by regular publishing houses through the regular channels.

In general, although there is a clear correlation between, say, fantasy fans and roleplayers, it's not as pervasively axiomatic as it is in USA. For example, the next expected Finnish roleplaying publication will be Joutomaa (Wasteland), a game by the renowned theorist Markus Montola about Finnish national character as it's interpreted in modern movies. That is, the game will be about boozing, reckless driving and depression in modern day Finland. It's not even spy fantasy or modern horror, nothing heroic or supernatural at all. In some ways, the expectations on roleplaying are much looser in Finland.

Meanwhile, the signs are startlingly clear: English is the lingua franca of Finnish roleplaying, and although you can play without knowing it, you certainly won't be able to read the rulebook unless it's a GM's homebrew or Praedor you're playing. Consequently the more nerdish roleplayers, who generally play heavier systems, have widely developed jargons that cost the game it's lingual beauty: this is especially common among avid D&D players, who will use strange contortions of English terminology when playing, making the game nearly incomprehensible to outsiders. Like, if if Finnish was English and English was French, it might sound like this: "Did you roll le preservatif? I'd have put globe incendie on les squelettes!"

Along the lingual convergence game retailers have constantly improved their relations to American and British distributors, while the stores themselves have transformed towards the American model, serving a wide range of geek paraphelia from t-shirts to comics. The inventories of the stores are practically identical to what you'd expect in US. The only roleplaying games that are sold outside these hobby stores are Finnish.

And it's working - while almost unknown in it's previous editions, the latest version of D&D has been very successful in gaining adherents. The same holds true for other big American games, each in rough proportion to it's popularity in USA. The current situation is actually very dynamic and difficult to analyse - the portion of players conditioned in the commercial mode of roleplaying tends to be invisible in the cultural field, as they participate rarely in the rpg cultural scene compared to earlier player types.

It's actually pretty easy to see the dangers of letting American companies teach their manner of roleplaying culture to Finnish roleplayers: apart from the inherent problems like compulsive consumerism and spreading of geek values, an uncontrolled change will mean quick failure for the numerous rpg societies of Finland, as well as the hobby conventions, which are both replaced by American-style industry-organized analogues. The manner of roleplaying endorsed by American companies is not conducive to the kind of community effort that's typical in Finland.

In the long run the results of America-centred roleplaying culture are clear: roleplaying will marginalize itself as it's language and interests mold into the strange model of hack'n slash that is the sublime kernel of the commercial interests behind mainstream roleplaying.

Battlelines against the monoculture

Sounds intriguing, no? Ever wanted to meet a gamer who thought that Anna Karenina would make a great game? Ever met a gamer who thought so, took twenty friends and made a larp out of it? There are real differences between the gaming cultures, and if there is no good answers to the clash of cultures, at least the decisions should be made consciously, not because some company wants to sell you it's product.

That's something we can learn from the example of Finland: human choices will mold culture, but the cultures will also mold humans. What kind of roleplaying Finns realise in ten years is ultimately dependent on what the current roleplayers give to their culture. Will they still play Runequest in ten years? Or will they run after the latest splatbook like Americans? Or will tabletop play lose its significance, when the larp culture is so vital and impervious to commercialism?

Now, personally I'm for the multicultural position as far as cultural politics go. Obviously this makes me a tiny bit suspicious of game companies, which after all are just after the money. Doesn't really engender high art, you know, and it's pretty well established that there's good business in acculturating people. After all, the guy who tells you what to think can quite easily slip in his own products while he's at it. Definite motivation for pushing your own brand of gaming, regardless of what you're replacing.

But what's one to do about it? It would be kind of simplistic to start ostracising American stuff just because it's American. That kind of closemindedness will backfire for a culture pretty quickly, it'll be no time at all before it's proponents are more like outmoded idiots when the rest of the world goes by. No, better to learn and develop the strengths of the Finnish roleplaying culture, rather than try to stop people from going for their d20 fix. If there's something true in there, it will prevail.

That was the spirit when we decided to publish the first game translation in ten years. After the middle of the '90s there has been no games translated into Finnish, as players have accustomed to using the newest English rulebooks. Finland is a small country, and thus one can expect only half a dozen native rpgs per decade to make it to publication. Thus the number of current Finnish roleplaying games verges on zero overall.

What's worse, the tabletop scene is on it's way to petrification, thanks to the American mainstream roleplaying material pushed into game stores. The extremely conservative marketplace coupled with Finnish consumption habits has the unfortunate effect of narrowing the horizons for Finnish hobbyists. When you buy only one game per year, and it's usually some lukewarm rerun of ideas first introduced in -87, you'll quickly learn to think that that's all there is to it. As a result, majority of Finnish tabletop roleplayers has little experience in current rpg design and tend to express themselves through freeform aspects of play. "System doesn't matter" is the standard notion. This is a bad service in a country that's currently doing some of the world's most sophisticated larps, and it's clearly starting to affect the live action side of things, too.

This being the situation, it was clear that the best way to work for Finnish roleplaying culture was to introduce it to another unique subculture: we'd translate an American indie roleplaying game to increase Finnish language options while drawing attention to the real innovative stuff. In the late years the American indie scene has published in quick succession multiple roleplaying games of the highest caliber, and more importantly, demonstrating latest methods of play. Things these games do are completely unknown to many in Finland, and just the thing to shake them from complacency.

After careful consideration, we chose My Life with Master as this representative game of American indie. It's an unyeldingly artistic and experimental piece of work, so far out that the dullest proponent of yet another skill-based adventure game would have to notice. It's also solidly non-kewl, with no powers for superheroic player characters, which would assure it some constituency in Finland, and a serious assessment.

Our hope was to create discussion of tabletop play technique and interest in developing the intellectual tools and structures for local work in the tabletop form. Currently the Finnish scene, while doing many things well, creates truly horrible tabletop games. Finland's premier tabletop designer, Ville Vuorela, has publicly affirmed that he doesn't really feel that system matters at all in roleplaying design, and that it's much more important to get the setting right. To date attempts to apply the Nordic style of larping to tabletop play have failed horribly, as Myrskyn aika, the recent game by Mike Pohjola, demonstrates. Perhaps butting heads with the gems of indie design would help?

footnote wrote:
My Life with Master?

My Life with Master (MLwM) is the revolutionary indie roleplaying game of Paul Czege. It's won the accolades of numerous American industry professionals as well as the Diana Jones award. The game has proved an inspiration and a constant reference for roleplaying theory since it's publication in 2003. Heck, it's so good we decided to translate it instead of the d20 SRD, which is free to licence and identical with the world's most popular roleplaying game.

MLwM is about a predefined scenario with a predefined plot into which the players cast their own meanings. The GM will play a gothic Master for the players' minions, which are bound by chains of self-loathing and weariness to their dark lord. The Master will die by the hand of a minion at the end of the game, but the whys and wherefores of this climactic action will only be revealed through play.

The game includes numerous unparalleled ideas, placing it solidly into the crux of experimental roleplaying design. Among these are boardgame-like simplicity of rules and turn structure, communally developed milieu, conflict resolution based on character psychology and dramatic arc controlled by the rules.


Facing the crowd

To tell the truth, the translation itself is not that big a deal. This might be a surprise for the monolingual reader, but the fact is that American straight prose is an easy language to translate, with little to agonize over if you know what you're doing. The rough draft took two days of work, editing a week. In principle there's nothing stopping translating games, it takes relatively little effort.

On the other hand, it was clear where we were just in time with our translation work: when dice pool mechanics became really popular in the early '90s, Finland was still firmly playing BRP. As game translation ceased just then, the concept 'dice pool' has no word in Finnish! This exemplifies the need to continue to cherish our language: abandoned, it will quickly become moss-grown. Our translation of MLwM perhaps rejunevated the language somewhat: in the future, the word we chose, 'noppakuppi', might do some good for others as well.

Much more important, however, was the response Finland had for the translation. The game was unveiled for public in July in Ropecon, the biggest nordic rpg convention. The overall reaction was an enthusiastic yes, with numerous people investing in the game just because it was in Finnish. What's better, the game has now found good homes all over Finland; in years to come it will germinate and carry fruit, perhaps inspiring better play for all. Already it's a conversation piece that can hardly be ignored, when the game flouts so many of the assumptions all our native traditions bring to the gaming table.

Oh, the name of the game? It is Kätyrin osa, which would retranslate to "The Minion's Due". Not a bad name for a good game.

You see, culture is not something you just live in. It's not even an either-or choice of acceptance or denial. It's a journey, and the steps you take define the world you live in. For us Kätyrin osa has been a step of such a journey. Perhaps it will in its part support a living, innovative roleplaying art in Finland in the years to come.

footnote wrote:
Arkenstone crew

Arkenstone is a Finnish indie company established by brothers Tuovinen to support innovative roleplaying in Finland. Their first publication is Kätyrin osa, the translation of the hit game My Life with Master by Paul Czege. They have also distinguished themselves by importing and retailing numerous hard-to-get indie roleplaying products, including compilations of Magus, the bygone premiere roleplaying magazine of Finland.

Author is the content manager of Arkkikivi and the editor of the Kätyrin osa project. He's also a roleplaying theorist and designer in his own right in Finland, where multitudes are awed by his name. Not that you'd care. Obviously, he's sickeningly idealistic and theoretical, an unbeatable combo in Magic: the Gathering when he still played it in -97.

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On 10/22/2004 at 8:28pm, Emily Care wrote:
RE: [Draft]The front lines of the Great Culture War...

Hi Eero,

This new draft has some great material, but I miss the spit and vinegar of the original draft. The section on american geekdom sets forth the problem clearly, but the presentation of the war in the first version grabbed my attention more. You seem less certain of yourself in the second draft, your tone is much more subdued. Perhaps somewhere in the middle is where you really want to land. I'd definitely recommend stripping out negative language like your first line in the "Scene II, Enter Finland" paragraph where you write:

That was all pretty abstract, and not especially convincing in itself.

Unless you meant that as an editorial aside. It shows that you're feeling unconfident. The remedy is to revise the geek passage so it has more elan, not to undercut yourself. But, actually, I like it. I think it's stronger than the corresponding material in the first draft. Also, I'd use your original description of the translation process, the second makes it sound less fascinating than it really is. However the addition of the paragraph about how it was received at Ropecon is right on. Altogether, your translation project is a great example of the issue you're discussing, making it central strengthens rather than weakens your point.

(Forgive my license here:) Seriously, I'd recommend using your original battle intro, followed by a paragraph talking about your front-line status in translating MLWM. Then could come "Geek, your name is America" followed by "Scene II, enter Finland"--but without the disparaging language. Your transition should highlight the contrast between the Finnish rpg scene and the US. I mean, your perspective shoots dead in the water the perceived reality of the folks here who game. RPG's in a library?!? That's crazy talk--well, it sounds crazy to somebody who's been raised in that geek-fetish culture. The case of Finland is a refreshing ray of hope to those of us who took the red pill.

And for your Finnish readers, the case of the US should be a cautionary tale. These are good reasons why it's important for you to translate games into Finnish. The mixed lingua point is at the heart of what you're getting at, I'd love to see that highlighted in some way too.

yrs,
Emily

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On 10/22/2004 at 9:26pm, Eero Tuovinen wrote:
RE: [Draft]The front lines of the Great Culture War...

Emily Care wrote:
I'd definitely recommend stripping out negative language like your first line in the "Scene II, Enter Finland" paragraph where you write:
That was all pretty abstract, and not especially convincing in itself.

Unless you meant that as an editorial aside. It shows that you're feeling unconfident.


Actually I was just going for a conversational tone, but that might overshoot it, depending on your mileage in these matters. I was just trying to put in some distance, to show the reader that I'm not exactly unsymphatetical to the American party line of "It's a game, dammit! We shouldn't have to listen to pansies theoretize about what we do for real!" The first chapter is extremely theoretical in a freewheeling manner, doing a short recap of Levi-Strauss-like cultural theory. It's a good chance that if left without humanising content, the first chapter alienates the reader before getting to the concrete stuff.

Then again, currently I'll trust anybody's opinion better than mine. I'm not too convinced that this stuff even belongs together all in all; the translation, for example, feels like an afterthought, while the theory feels not really connected to roleplaying at all.

Jonathan: be ready to pull the plug, that's your responsibility. Might be that I won't get anything representable together, if my drafts worsen at this rate ;(


Also, I'd use your original description of the translation process, the second makes it sound less fascinating than it really is. However the addition of the paragraph about how it was received at Ropecon is right on. Altogether, your translation project is a great example of the issue you're discussing, making it central strengthens rather than weakens your point.


I certainly hope so, the translation stuff is kinda the embarrassing old pal on whose shoulders the text tries to stand without drawing too much attention to it. I certainly hope that it works as an example.

I seem to however have real trouble opening up about the process without careening out of the rpg sphere. What should I tell about, concerning the translation? When paging through the book I have more to say about layout than translation, it's that routine. I'm of the mind that if I found an angle on that, I could easily add 10k about the translation without disbalancing the article. It'd be a great topic, if I had something to say about it.

One option is to recap the relationship between the translator and original author, we had some moderately interesting discussions about that with Paul. Check out what he wrote on his webpage (emphasis mine):

Halfmeme Press wrote:
Arkkikivi Publishing (kustannusyhtiö Arkkikivi), the joint publishing venture of Eero, Jari, and Markku Tuovinen will release their licensed Finnish translation of My Life with Master, Kätyrin osa, this July at the Ropecon roleplaying convention in Helsinki. And Half Meme Press is pretty damn excited. The game has been faithfully translated, in its entirety, and preserved in its arrangement. The cover and interior artwork is all new. Text relating the game to Finnish culture, literature, and film, and additional example text authored by Eero is provided as footnotes and sidebars—in whole, setting a new standard for respectful game translation.


How'd Paul know about that, being that he doesn't know Finnish? Quite a strong claim, eh? It's because we had some pretty heated conversations in which we hammered out what, exactly, the translation will do and what not. The book applies all kinds of ways to preserve Paul's original intentions (I like the guy, but Lord can he be tight-ass about his work), based on our conversations and my decisions as the editor. For example, Paul absolutely forbid any changes to the text, even when it was clear from the English edition that something would have to be pronounced more clearly, or when additional examples or replacing original ones were warranted. As a result, there is all kinds of little detail in the book that's unique as far as I know. For example, every and each addition to the text is separated on a gray background, showing clearly what's new in the Finnish edition.

In theory that's the single most remarkable thing about our translation, how it manages to be a new edition and dutiful translation at the same time. I'm not sure why I haven't written about that aspect of the project, might be because it doesn't touch the theory at hand. Would make the translation feel even more contrived as an example.

I could in principle write about that stuff, and about the responsibility of the translator to the original material. It's just that much of it won't touch roleplaying, except maybe the stuff about rules clarifications: Kätyrin osa includes about five pages of new explanations and summaries of the rules on about every topic that's been broached on the forums since the game came out. This, the question of new edition versus pure translation, is somewhat unique to roleplaying games, in which were peddling intent, not form per se.

But apart from that I don't what I should write about, and even that is doubtful. Ideas are appreciated.


(Forgive my license here:) Seriously, I'd recommend using your original battle intro, followed by a paragraph talking about your front-line status in translating MLWM. Then could come "Geek, your name is America" followed by "Scene II, enter Finland"--but without the disparaging language. Your transition should highlight the contrast between the Finnish rpg scene and the US. I mean, your perspective shoots dead in the water the perceived reality of the folks here who game. RPG's in a library?!? That's crazy talk--well, it sounds crazy to somebody who's been raised in that geek-fetish culture. The case of Finland is a refreshing ray of hope to those of us who took the red pill.


Nice to know that you find a thread going through this mass of stuff. Your suggestions seem considered, that might well be the best approach. I'd say that if the article would manage to import the idea that roleplaying culture in toto can be evaluated on moral and aesthetic principles, then it's as good as I can make it. I don't know what to do to get there, though.

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On 10/22/2004 at 10:12pm, Emily Care wrote:
RE: [Draft]The front lines of the Great Culture War...

Eero Tuovinen wrote: Then again, currently I'll trust anybody's opinion better than mine. I'm not too convinced that this stuff even belongs together all in all; the translation, for example, feels like an afterthought, while the theory feels not really connected to roleplaying at all.

I think I know just how you feel, and I think it comes across in the tone of this draft. This is a great article, Eero. Trust me, it will come together--but right now might be a good moment to set it aside and let cook a little in the back of your mind.

Jonathan: be ready to pull the plug, that's your responsibility. Might be that I won't get anything representable together, if my drafts worsen at this rate ;(

JW has the last word, but I personally don't think that will be necessary. Between the two drafts I think you've already written what needs to be communicated. It will just take coming to it with a fresh perspective to find what parts should be used and which left out and how to marry what's kept.

About the translation, you wrote: But apart from that I don't what I should write about, and even that is doubtful. Ideas are appreciated.

I don't think it's a matter of needing to write more about the process, but rather just of integrating the fact of the translation, and the welcome it received, with the culture war concept. Your essay gives context to the reasons why translations of this type are good for gamers on both sides of the Atlantic.

Nice to know that you find a thread going through this mass of stuff. Your suggestions seem considered, that might well be the best approach. I'd say that if the article would manage to import the idea that roleplaying culture in toto can be evaluated on moral and aesthetic principles, then it's as good as I can make it. I don't know what to do to get there, though.

Yes, I do see a thread. I got it much more clearly with this go around than after the first draft (partly my fault, I've been not at my best and brightest of late but am doing better). Again, I highly recommend letting it go for now, doing/thinking of other things, and then coming back to both versions after you are feeling more confidence and zeal for the topic.

I'll be away for the weekend, so I won't be able to post again until Monday. Chris and the others may have specifics to respond to about the second draft, but it seems to me that the best thing might be to let you have space to work with what you've got for a third go that you feel good about. Then when you've got that, we can all work with you to burnish the ore into shining gold. Sounds like you need direction and recharging right now rather than line by line editing just yet.

all the best,
Emily Care

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On 10/28/2004 at 5:52am, Jonathan Walton wrote:
RE: [Draft]The front lines of the Great Culture War...

On the plug-pulling business: Emily's right. No worries in that regard. If it comes down to the line, I could just take all the material that you've gushed forth and just edit it into something workable, but I'd rather not do that. You're SO VERY CLOSE here and the material is unquestionably important. Maybe take a bit of time off, help peer edit some of the other pieces that will be coming in shortly (I'm writing the intro on the train to Beijing over the weekend and starting on my half of the wuxia piece), and then come back to it feeling fresh, instead of buried in it like you are now.

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On 4/29/2005 at 8:25pm, Eero Tuovinen wrote:
RE: [Draft]The front lines of the Great Culture War...

OK, I again took a hand to this article. Third draft. The interesting (and a little shameful, perhaps) thing here is that I really couldn't find that much to complain about in the second draft. After letting it lie for a while the second one's looking pretty good, actually. The language is easy on the eye, the argumentation is nice, all pertinent points are touched, and so on. I just switched the confused summary paragraph there, and that's pretty much it.

What do you think? The main thing I'm interested in right now is if the argument is clear enough, and which points would need clarification (and what kind of clarification: more rigorous arguments, less repeating or illustrative examples?). So basicly, if you're not convinced, point me to the place where I drop you. The deal here currently is that the cultural question takes center stage. If you want to see more about the translation process, you gotta tell me what you'd like to know about it; I have the book here right beside me, and I can't for the death of me say anything more interesting than "It had to be done, and we did it.", which I already say in the article. Unless Jonathan wants to print some of the new art we commissioned for the Finnish edition. And even if you can think of something to add, changes are that I'll find a way to do the adding on this structure without a rewrite. I like it.

Also, I included some random excerpts from different discussions MLwM has inspired in Finland. Most are translated by me, some were already in English. As I understand it, Jonathan would use these to bolster the article. Combined with margin commentary and such, we're looking at a pleasingly multisided thing here.

Anyway, feel free to tell me if my current contentment is just an illusion. You all have probably just as fresh eyes as I do at this point in the game.

Against the Geek, choice

English is the lingua of choice for the western world, now. We are all Us, with ties of common language between. Roleplaying is an American art, with both the history and present of the form firmly embedded in the English language. While this is the case, what are the consequences? When language carries culture, what does it mean to accept the American parley?

Have you ever considered culture as a choice? It is that, you know. Everybody's headspace is formed out of uncountable cultures and subcultures that connect in unique ways, while those cultures themselves are only compounds of the very same headspaces - we are our culture, in our opinions and actions, every day. In roleplaying, too, there are multiple cultures, all intermingling in our heads. There's MET players and dungeon hackers, otherkin and wargamers. Each has various connections to youth culture, commercial ventures, other games, our games, their games, no-games. All these subcultures belong under the umbrella term of 'roleplaying'.

Also, roleplaying differs between countries. Although the form was invented in USA, it has spread over the western world. The early '80s was a time of internationalisation for roleplaying, when it spread through the industrialised world. Since then the local roleplaying cultures have evolved their own special features. Roleplaying will likely be the last art form to develop thus, as the age of the Internet will decimate the national borders.

Everything you know about what roleplaying is depends on how the basic idea connects to cultural points. Popularity of fantasy, say, or the penchant to active-passive disjunction in player roles. This is an article about these connections, and how they change. To be more exact, I will tell you about how American roleplaying affects a country beyond the sea, and about the choices we face as consequence. You see, with Internet and globalising markets, European roleplaying cultures are confronted by the need to adapt to how roleplaying is understood in America. These are again choices, like I told you in the start: the roleplaying cultures in whole countries will adapt through individual choices, until the global roleplaying culture is found in compromise.

Geek, your name is America

There is one overarching problem with the globalisation of roleplaying, and that is the way American roleplaying is embedded in the geek culture. This is specific to how roleplaying has historically been conceived: it sprung forth from the wargaming culture, slowly developing under huge assumptions.

The geek heritage affects everything in American roleplaying: regular campaigns, mastering complex rules, willingness to dwelve in spurious detail, fetishes over genre cliches, high kewl factor, cambellian notions of content, abnormal social expectations, esteem through proficiency, suspicion of art culture and tribal affectations, to name some aspects. These are all features of American roleplaying, but what's more important, they are features that do not manifest in independent roleplaying cultures.

There's no doubt that there are positive strengths in this heredity, but likewise it's clear that there's much that could be elsewise; after all, the nerd is hardly seen a paramount of perfection in the larger society. While the American roots have given our art strong mechanical background, the taboos around artistic motivations also tend to drag it down.

footnote wrote:
Features of commercial gaming
- Rules paramount over social interaction
- Enabling play by buying stuff
- Less actual play, more hypothethical play


The geek heritage cannot be ignored; being that roleplaying originated in America and there has been a constant stream of games originating there, it's no wonder that a great majority of the world already shares the geek culture features of American roleplaying to some degree. Global communication and market convergence will make certain of the confrontration.

However, it would be unconscionable for us to simply accept this. Culture is a choice, remember? There is worth in the plurality of notions that the first decades of roleplaying created. Without conscious decisions from the participants of the roleplaying culture there's little doubt that the active currents of the majority culture will dominate the future of the hobby. "Active currents of the majority culture"? That's d20, man, and all the other deliberately commercial forces on the roleplaying field.

You see, the reason for the manner of expansion we've seen in the American enroachment in the late years is simply that not all cultures act the same. The greatest impact is always with the most ruthless culture, and there's not many that surpass the "mainstream" of American roleplaying; while the American roleplaying culture is much more, the greatest influence in foreign countries has naturally always been with the subcultures that are actively expansionist: thus the big corporations are the facade that America shows the rest of the world. Names are easy to name, they are in my local gaming store. The kings of the hill seem to currently be WotC, WW and SJG if my retailer is to be believed.

And it's not really that this cultural expansion would only affect Europe and the rest of the world. Rather clearly the same forces are at work in USA, where the roleplaying field has for a long time been defined first by the companies, and only second by any other interest. The players are taught aggressively to champion the commercially developed geek model of roleplaying, wherein sadly many of the best aspects of American roleplaying are deaccentuated: geek virtues of innovation and intelligence, for example, are de-emphasized in favor of consumerism and strong audience stance. This is real, and it happens now. Culture is a choice, but what you choose is affected by your culture.

So, the point of the argument is pretty simple: when we learn and teach the essence of roleplaying, it's our own choice what that roleplaying will look like. It doesn't matter whether you're American trying to find players for Dread or an European trying to find a non-d20 game in the shop. What you confront is the American "commercial geek", and he wants you to play like he does. There's money in it for him.

In truth this discussion is already an old one, and it applies to all things, not just roleplaying. There are always expansionist cultures in all areas of life - and that is good, for they bring change and dynamism to the world. However, when the expansion is accepted without thought it becomes assimilation, and people no longer decide their own way. There's no reason why the changes in roleplaying culture cannot be likened to currents of language, say, or evolution of folklore - it's all about the cultures we choose to espouse and adapt for our use.

Scene II, enter Finland

That was all pretty abstract, and perhaps not that relevant to your average gamer. Let's dive amongst some particulars. Particularly, let us take a look at how roleplaying fares in Finland (it's a country in northern Europe, doofus). Finns are particularly noteworthy for being a cornerstone in the Nordic movement of roleplaying, one of the more public alternative roleplaying subcultures. They'll be a good example of how an independent roleplaying culture develops and disappears. Let's start with some history:

footnote wrote:
Nordic style?

Nordic style of roleplaying is a vaguely defined group of larpers from the Nordic countries that exhange ideas and participate in each other's games. Their games feature deep immersion and heavy artistic notions in an effort to create strong experiences for the participants.


Roleplaying came to Finland at the start of the '80s through individual hobbyists who got their games straight from America. At first the new hobby spread mainly through word-of-mouth, slowly gaining adherents. The trailblazing phase ended in the latter part of the decade with simultaneous media coverage in computer magazines and the like, opening of specialized retail outlets and multiple game translations in quick succession. The years at the end of the decade and start of the '90s were the first renaissance of Finnish roleplaying, when an estimated five to ten thousand players came into the hobby in a few short years.

Games translated during this period include the original D&D (-88), Runequest (-88), Traveller 2300 (-88), a collection of Fighting Fantasy books (87-88), Twilight 2000 (89), Battletech (-91), Cyberpunk 2020 (-91), Call of Cthulhu (-92), Stormbringer (-92), Paranoia (-93)... in a word, about all central roleplaying games of the decade. The most successful were perhaps Runequest and Cyberpunk, becoming kind of baselines of their respective genres. Those two and a dozen lesser successes garnered a multitude of translated source books as well.

Translated games played an important role in developing the hobby, as they became an investment for the massive public library system of Finland, which in it's turn supplied these games for practically the whole Finnish population of potential players. Consequently the number of roleplayers has continued to rise slowly yet steadily even after the golden years.

During this time Finland sported at best five simultaneous roleplaying fanzines and a number of gaming stores. Games were also sold in bookstores all over the country. Roleplaying resided in a curious zone of commonality coupled with obscurity, as every small town had a couple play groups, yet mainstream media noticed the hobby hardly at all. It was not to last.

In the middle of the '90s came a sort of a backlash: The core of Finnish roleplayers had matured through elementary school and gained proficiency in both languages and the Internet: the roleplaying scene quickly internationalized. The effect was compounded by the fact that American roleplaying was at the time going through an evolution that, while slow and imperceptible from inside the culture, was near revolutionary for Finns whose roleplaying was largely based on the classic games of the '80s. The time-jump from Runequest to Vampire: the Masquerade was instant, and has left a clear bias in the "second generation" of Finnish roleplayers, who currently form the hard core that gives form to the scene.

The internationalization process was a boon for the small gaming business, as consumption jumped through the roof via imported games, the CCG craze and all that. However, this also meant death for the fanzines and game translation. Neither was needed when the distances suddenly dropped to practically nil, and the hobby oriented to instant response towards America. Even libraries started to invest in English language products, although most simply stopped stocking rpgs when Finnish publication trailed off.

The middle of the '90s was also the time when larping became fashionable in Finland. The mode of play came to the country at the end of the '80s for the first time, and for the first couple of years it followed the development of roleplaying a decade earlier, but the divergence was unavoidable: to this day there is no satisfactory avenues of large scale commercial profiting from live action play. Thus there never was a commensurate push from the American game industry for conformance.

The second renaissance of Finnish roleplaying happened in just a couple of years, when the number of larpers jumped from a couple of hundred to a couple of thousand hobbyists between -95 and -97. At that point larping became media material, which roleplaying never before was: a couple of television documentaries later the number of at least occasional larpers has risen to rival the numbers of tabletop roleplayers, which had slowly increased to maybe twenty thousand strong.

The revolutionary effect of the live action awakening to Finnish roleplaying scene is best understood by noting that by and large, these were new people. A majority of these new roleplayers had never rolled a ten-sided die, but had instead a mainstream background in amateur theatre, literature, history or simply hanging out. There was and is a clearly perceivable culture gap between the forms, much greater than their purely practical differences.

Live action roleplaying is an extremely young and vibrant form in Finland, still seeking it's place in the cultural field. In the recent years it's become a part of the Nordic movement of roleplaying, as well as building connections to state-support systems and mainstream art scene through skimming the line between theatre and roleplaying.

Meanwhile, the live action renaissance has largely passed tabletop play by. Instead the last decade has been a time of slow maturing and stagnation of Finnish tabletop roleplaying. The currents of influences flow mainly from American mainstream, which is in a simmering cultural conflict with Finnish "old school", based on the late '80s ethos of roleplaying. The latter is nowadays represented by original Finnish games and legacy play of old favourites. The main example of the "old school" culture is the most significant Finnish roleplaying game, Ville Vuorela's Praedor (2000), which is nigh indifferentiable from Runequest itself as far as subject matter and approach go.

World without Gygax

Consider: although the American influence has struck it's mark on the Finnish scene, although majority of the games in the store are the same, the differences are momentous as well. The "old school" plays stuff like Silver Age Sentinels or GURPS, correctly recognising them as essentially similar to games of the '80s. Meanwhile the new crowd, of which half are also larpers, plays GM-controlled freeform. Nobody plays exclusively D&D, and two thirds of roleplayers consider it silly. Larps employ rapidly developing minimalistic systems you haven't even heard of, while Mind's Eye Theatre is almost unplayed.

For the majority of Finnish roleplayers roleplaying is not the cultural extension of nerd stuff. Some estimations place 20-25% of tabletop roleplayers as women, while they are a majority among larpers. It's normal in Finland to play roleplaying games without watching Xena: the Warrior Princess, and the average roleplayer actually dares to ostracize or pity the most visceral geeks with their massive piles of gaming stuff and stupid monty haul stories. Usually only the GM owns the rulebook for the game at hand, and most roleplayers only own a couple of games. Roleplayers are normal in a weird way, like they were just ballet enthusiastics or something.

On the other hand, what Finnish roleplaying lacks in cultural connections to general geekery, it supplements in other ways: Finnish libraries stack roleplaying books (they are a form of art, after all), rpg designers are considered authors, media and the state recognize roleplaying as equal to other arts and there's rapidly developing connections between theater and roleplaying communities. It's almost a truism in Finnish discussion that roleplaying is art, not just a meaningless pastime.

The public roleplaying culture in Finland is centered mainly on the national level larpers' association and a cluster of roleplaying clubs in the university towns. These are all voluntary organisations, as well as the Ropecon association, which gathers roleplayers from all over the country in a perennial convention. The commercial structures are simple, with no distributors or non-indie publishers. Lately Finnish roleplaying games have been published by regular publishing houses through the regular channels.

In general, although there is a clear correlation between, say, fantasy fans and roleplayers, it's not as pervasively axiomatic as it is in USA. For example, the next expected Finnish roleplaying publication will be Joutomaa (Wasteland), a book by the established larpsmith Juhana Pettersson about Finnish national character as it's interpreted in modern movies. That is, the game will be about boozing, reckless driving and depression in modern day Finland. It's not even spy fantasy or modern horror, nothing heroic or supernatural at all. In some ways, the expectations on roleplaying are much looser in Finland.

Meanwhile, the signs are startlingly clear: English is the lingua franca of Finnish roleplaying, and although you can play without knowing it, you certainly won't be able to read the rulebook unless it's a GM's homebrew or Praedor you're playing. Consequently the more nerdish roleplayers, who generally play heavier systems, have widely developed jargons that cost the game it's lingual beauty: this is especially common among avid D&D players, who will use strange contortions of English terminology when playing, making the game nearly incomprehensible to outsiders. Like, if if Finnish was English and English was French, it might sound like this: "Did you roll le preservatif? I'd have put globe incendie on les squelettes!"

Along the lingual convergence game retailers have constantly improved their relations to American and British distributors, while the stores themselves have transformed towards the American model, serving a wide range of geek paraphelia from t-shirts to comics. The inventories of the stores are practically identical to what you'd expect in US. The only roleplaying games that are sold outside these hobby stores are Finnish.

And it's working - while only marginally known in it's previous editions, the latest version of D&D has been very successful in gaining adherents. The same holds true for other big American games, each in rough proportion to it's popularity in USA. The current situation is actually very dynamic and difficult to analyse - the portion of players conditioned in the commercial mode of roleplaying tends to be invisible in the cultural field, as they participate rarely in the rpg cultural scene compared to earlier player types.

It's actually pretty easy to see the dangers of letting American companies teach their manner of roleplaying culture to Finnish roleplayers: apart from the inherent problems like compulsive consumerism and spreading of geek values, an uncontrolled change will mean quick failure for the numerous rpg societies of Finland, as well as the hobby conventions, which are both replaced by American-style industry-organized analogues. The manner of roleplaying endorsed by American companies is not conducive to the kind of community effort that's typical in Finland. In the long run the results of America-centred roleplaying culture are clear: roleplaying will marginalize itself as it's language and interests mold into the strange model of hack'n slash that is the sublime kernel of the commercial interests behind mainstream roleplaying.

Battlelines against the monoculture

Sounds intriguing, no? Ever wanted to meet a gamer who thought that Anna Karenina would make a great game? Ever met a gamer who thought so, took twenty friends and made a larp out of it? There are real differences between the gaming cultures, and if there is no good answers to the clash of cultures, at least the decisions should be made consciously, not because some company wants to sell you it's product.

That's something we can learn from the example of Finland: human choices will mold culture, but the cultures will also mold humans. What kind of roleplaying Finns realise in ten years is ultimately dependent on what the current roleplayers give to their culture. Will they still play Runequest in ten years? Or will they run after the latest splatbook like Americans? Or will tabletop play lose its significance, when the larp culture is so vital and impervious to commercialism?

Now, personally I'm for the multicultural position as far as cultural politics go. Obviously this makes me a tiny bit suspicious of game companies, which after all are just after the money. Doesn't really engender high art, you know, and it's pretty well established that there's good business in acculturating people. After all, the guy who tells you what to think can quite easily slip in his own products while he's at it. Definite motivation for pushing your own brand of gaming, regardless of what you're replacing.

But what's one to do about it? It would be kind of simplistic to start ostracising American stuff just because it's American. That kind of closemindedness will backfire for a culture pretty quickly, it'll be no time at all before it's proponents are more like outmoded idiots when the rest of the world goes by. No, better to learn and develop the strengths of the Finnish roleplaying culture, rather than try to stop people from going for their d20 fix. If there's something true in there, it will prevail.

That was the spirit when we decided to publish the first game translation in ten years. After the middle of the '90s there has been no games translated into Finnish, as players have accustomed to using the newest English rulebooks. Finland is a small country, and thus one can expect only half a dozen native rpgs per decade to make it to publication. Thus the number of current Finnish roleplaying games verges on zero overall.

What's worse, the tabletop scene is on it's way to petrification, thanks to the American mainstream roleplaying material pushed into game stores. The extremely conservative marketplace coupled with Finnish consumption habits has the unfortunate effect of narrowing the horizons for Finnish hobbyists. When you buy only one game per year or two, and it's usually some lukewarm rerun of ideas first introduced in -87, you'll quickly learn to think that that's all there is to it. As a result, majority of Finnish tabletop roleplayers has little experience in current rpg design and tend to express themselves through freeform aspects of play. "System doesn't matter" is the standard notion. This is a bad service in a country that's currently doing some of the world's most sophisticated larps, and it's clearly starting to affect the live action side of things, too.

This being the situation, it was clear that the best way to work for Finnish roleplaying culture was to introduce it to another unique subculture: we'd translate an American indie roleplaying game to increase Finnish language options while drawing attention to the real innovative stuff. In the late years the American indie scene has published in quick succession multiple roleplaying games of the highest caliber, and more importantly, demonstrating latest methods of play. Things these games do are completely unknown to many in Finland, and just the thing to shake them from complacency.

In this manner an indie game translation serves two purposes: it widens horizons commercial mainstream has curtailed, and it supports play in the Finnish language. These dual effects, when combined, create a strong affect in support of the Finnish roleplaying culture. After careful consideration, we chose My Life with Master as this representative game of American indie. It's an unyeldingly artistic and experimental piece of work, so far out that the dullest proponent of yet another skill-based adventure game would have to notice. It's also solidly non-kewl, with no powers for superheroic player characters, which would assure it some constituency in Finland, and a serious assessment.

Our hope was to create discussion of tabletop play technique and interest in developing the intellectual tools and structures for local work in the tabletop form. Currently the Finnish scene, while doing many things well, creates truly horrible tabletop games. Finland's premier tabletop designer, Ville Vuorela, has publicly affirmed that he doesn't really feel that system matters at all in roleplaying design, and that it's much more important to get the setting right. To date attempts to apply the Nordic style of larping to tabletop play have failed horribly, as Myrskyn aika, the recent game by Mike Pohjola, demonstrates. Perhaps butting heads with the gems of indie design would help?

footnote wrote:
My Life with Master?

My Life with Master (MLwM) is the revolutionary indie roleplaying game of Paul Czege. It's won the accolades of numerous American industry professionals as well as the Diana Jones award. The game has proved an inspiration and a constant reference for roleplaying theory since it's publication in 2003. Heck, it's so good we decided to translate it instead of the d20 SRD, which is free to licence and identical with the world's most popular roleplaying game.

MLwM is about a predefined scenario with a predefined plot into which the players cast their own meanings. The GM will play a gothic Master for the players' minions, which are bound by chains of self-loathing and weariness to their dark lord. The Master will die by the hand of a minion at the end of the game, but the whys and wherefores of this climactic action will only be revealed through play.

The game includes numerous unparalleled ideas, placing it solidly into the crux of experimental roleplaying design. Among these are boardgame-like simplicity of rules and turn structure, communally developed milieu, conflict resolution based on character psychology and dramatic arc controlled by the rules.


Facing the crowd

To tell the truth, the translation itself is not that big a deal. This might be a surprise for the monolingual reader, but the fact is that American straight prose is an easy language to translate, with little to agonize over if you know what you're doing. The rough draft took two days of work, editing a week. In principle there's nothing stopping translating games, it takes relatively little effort.

On the other hand, it was clear where we were just in time with our translation work: when dice pool mechanics became really popular in the early '90s, Finland was still firmly playing BRP. As game translation ceased just then, the concept 'dice pool' has no word in Finnish! This exemplifies the need to continue to cherish our language: abandoned, it will quickly become moss-grown. Our translation of MLwM perhaps rejunevated the language somewhat: in the future, the word we chose, 'noppakuppi', might do some good for others as well.

Much more important, however, was the response Finland had for the translation. The game was unveiled for public in July in Ropecon, the biggest nordic rpg convention. The overall reaction was an enthusiastic yes, with numerous people investing in the game just because it was in Finnish. What's better, the game has now found good homes all over Finland; in years to come it will germinate and carry fruit, perhaps inspiring better play for all. Already it's a conversation piece that can hardly be ignored, when the game flouts so many of the assumptions all our native traditions bring to the gaming table. And libraries like it too, with numerous borough libraries already ordering it.

Oh, the name of the game? It is Kätyrin osa, which would retranslate as "The Minion's Due". Not a bad name for a good game. You see, culture is not something you just live in. It's not even an either-or choice of acceptance or denial. It's a journey, and the steps you take define the world you live in. For us Kätyrin osa has been a step of such a journey. Perhaps it will in its part support a living, innovative roleplaying art in Finland in the years to come.

footnote wrote:
Arkenstone crew

Arkenstone is a Finnish indie company established by brothers Tuovinen to support innovative roleplaying in Finland. Their first publication is Kätyrin osa, the translation of the hit game My Life with Master by Paul Czege. They have also distinguished themselves by importing and retailing numerous hard-to-get indie roleplaying products, including compilations of Magus, the bygone premiere roleplaying magazine of Finland.

Author is the content manager of Arkkikivi and the editor of the Kätyrin osa project. He's also a roleplaying theorist and designer in his own right in Finland, where multitudes are awed by his name. Not that you'd care. Obviously, he's sickeningly idealistic and theoretical, an unbeatable combo in Magic: the Gathering when he still played it in -97.


Reflections


Speaking of indie games, Arkkivi focuses on translating pretty strange stuff that certainly has a lot of innovation and artistic value, but in my opinion do not really appeal to the masses. Kätyrin osa, whatever that is in English, is a perfect example. Some people apparently get a better kick out of it than they would from cocaine, but that is a very narrow customer segment. If indies are to become a major factor, they will have to take on wide-spectrum games and genres, feeding the masses with what the masses want, while retaining enough innovation and edge to separate themselves from the old games and take the hobby forward, even if in small steps.
- Ville Vuorela, the premiere Finnish game designer, in his blog



MLwM was a chillingly wonderful play experience. As a long-term cyberpunk my characters have never been any good-deed heroes, but rather ruthlessly selfish bastards. The case of Catalina was different: I got to acquaint myself with how unscrupulous deeds one can do - not for her own benefit, but for the conditions, because of desperation and darkness. Cold shivers ran through my back multiple times during the game, when I really felt my character's desperation: I don't WANT to kill the poor guy, but still I have no choice. No doubt about it, I want to play this game again!
- Noora Huhtanen, the artist of Kätyrin osa



Personally I'm not a big friend of narrativistic roleplaying, but I still intend to GM My Life with Master, because it's chock full of interesting techniques and design claims I want to see in action. The goal of the game seems not to lie in actual character immersion, but rather in creating interesting scenes. But because those scenes become interesting through the emotional life of the characters, I could imagine that the game could strongly support immersion as well.
- Finnish RPG theorist Mike Pohjola



25 years Father Abatoirus built the cloister. And now I have to ask: how many of you would be ready to sacrifice a quarter century of your life to build a house of God for the soulless? Do you understand the kind of sacrifice it requires? Do you understand? Nobody can understand, nobody. But Father succeeded, because God gave him strength and the Crown gave thirty soldiers. However, nobody should say that the villagers were forced to work on the building. They came willingly, convinced by Father's holyness, wanting to build a stone castle for God, to have a sepherding house for their own kind. That is the force within man in whom has settled the spirit sent by God.
- "The Cloister of Holy Obedience", a Finnish forum game of MLwM



Harvestman Banepot, Eater of men
Harvestman is a Brain and a Feeder. This hag of the Northlands is the woman of the house in her halls of Bjarmia, and is reputed as a maneater. The reputation is true, for Harvestman keeps the judicial power in her village and does the work enthusiastically. The life in the Northlands is scanty and meat is rare, but Harvestman puts all criminals and strangers into the pot or roasts them in the great spits of the hall. This feed Harvestman then offers to her household, and greetguests as well, hoping to make an impression with her abundant meatpots.
- Designer Wille Ruotsalainen riffing on his Kalevala-based setting



Everything's lost for Saruman, his color and place in the councils. Only revenge remains. Walls, stony precipices approach from the future, clenching a great mind who at one time saw everything from southern Narmonur coasts to northern glaciers... His mind, it's contracting, and his goals, once great, are lessening greatly. He who once adviced kings is no more even a man's measure... not man's perhaps, but how about a halfling's?
- Prologue for one wicked MLwM from Helsinki



Consider: nothing could deter one from opting for a Master of Goodness, a kind of AntiMaster... Companions, keen knights instead of Minions... Villagers in all their ignorant (Reason)Humanity striving against the moral superiority of the Master... Loyalty instead of Weariness, Conscience instead of Self-loathing... And when the time comes, what is the force to cast down the Master, what would fell king Arthur or Jesus Christ? Instead of Love, Envy growing in His Companions and bursting against (Fear)Love... Question: is the moral of this story even different?
- "Master in Us All", from Kätyrin osa



The bond between Master and minion, it's important to us because it's the same thing we struggle with in our own life. Offering love holds always the risk of pain. We can't know whether the target of our love is a Connection or a Master before it's too late, and we're ourselves held in thrall... My Life with Master offers a fundamentally optimist answer, claiming that true love exists, that love can set us free and allow us to shed our past mistakes. It's talking about redemption.
- "Master in Us All", from Kätyrin osa



The GM should properly make the decision about awarding bonus dice only when the conflict has reached the point of die-rolling. After the decision there is no more opportunity to gain the bonus dice. By playing in this manner the GM ensures that the players do not develop a habit of "fishing" for bonus dice, playing out rigid formulas and building pressure for the GM to respond positively through dice awards. On the other hand, while still learning the game, it's easier for everyone if the dice are given out right when the awarded activity happens.
- Additional advice for play from Kätyrin osa



The task of justifying his loyalty towards the Master falls squarely on the player of the minion himself... the minion should always be designed with ready explanation for why he is in this unnatural situation, the player should not expect the GM to proffer excuses for him to stay in the game... This principle holds for all matters of rulescraft, really: the rules will tell the players what happens, but it's up to them to decide the how and the why of it. Should your minion's Self-loathing go up, it's up to you to decide the psychological reasons and depictions of it. The GM is not there to hold your hand and ensure that the story withstands your every decision, you all share responsibility for the game in equal measure.
- Additional advice for play from Kätyrin osa

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