Nils Hintze is the lead writer of Vaesen, a Nordic horror role-playing game by Free League Publishing. In this game, fairies and other monsters manifest the anxieties of a rapidly-urbanizing 19th century Sweden.
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Meet my guest Nils Hintze:
https://freeleaguepublishing.com/en/authors/nils-hintze-2/
https://freeleaguepublishing.com/en/games/vaesen/
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I imagine them coming from the forest, uh, in the middle
Nils Hintze:of the night, after a big party in the village and everyone is drunk
Nils Hintze:and have started to fall asleep and you can see it like glittering on the
Nils Hintze:lake or a mist rising from the forest.
Nils Hintze:You rub your eyes and you see that there's something flying among the trees.
Nils Hintze:And I think it's, the fairies coming towards the village.
Nils Hintze:A tailor named Vidkun has found one of the fairies magical magical path and
Nils Hintze:followed it to a grove filled with riches.
Nils Hintze:He has brought jewelry and money back to the village Nora Uh, and
Nils Hintze:bought everything he could ever want.
Nils Hintze:What he doesn't know is that his money will twist the
Nils Hintze:minds of those who spend it.
Nils Hintze:For that madness to end, the Fairy Queen must be tricked into accepting
Nils Hintze:her own stolen treasures as a gift.
Lucas:Hello, and welcome back to Making a Monster.
Lucas:It's been a few weeks.
Lucas:I know I took some time off after my vacation in the Rocky Mountains.
Lucas:That's where I recorded the running water ambience you're hearing in
Lucas:the background, but I'm back now.
Lucas:And I've got a list of monsters as long as my arm to share with you.
Lucas:And usually this podcast is about one monster in particular, a given
Lucas:specimen or a certain species, if you will, but not every game.
Lucas:Treats monsters that way.
Lucas:The ones that treat them differently, offer unique
Lucas:gaming experiences with unique perspectives on folklore and culture.
Lucas:Today's interview is one such a departure.
Lucas:We'll be talking about fairies.
Lucas:All of them.
Lucas:It was recommended to me by a previous guest, Michael Sands,
Lucas:creator of Monster of the Week.
Lucas:is there anybody else you think I should talk to, anybody who
Lucas:might kind of enjoy doing this?
Michael Sands:I just got in the mail the other day, this which is
Michael Sands:Vaesen from Fria Leagen, it's, a slightly anachronistic 19th century,
Michael Sands:Nordic, countries game of folkloric monsters and, investigating those.
Michael Sands:It does some quite interesting things with how they generate monsters.
Michael Sands:So I thought you might want to get in touch with them.
Lucas:I might, and I did.
Lucas:Did I pronounce your name right?
Nils Hintze:You can say it either way, but Nils Hintze in Swedish.
Nils Hintze:Had a little bit of a German, it's an old German or, or,
Nils Hintze:probably Netherlandish name.
Lucas:And is that where you're calling from Norway?
Nils Hintze:Nope, no it's Sweden.
Nils Hintze:The most Southern part of Sweden people say With that, we speak
Nils Hintze:as we have a porridge in our mouth in this part of that.
Nils Hintze:And we kind of of do So it's not certain my pronunciation is the best Swedish name.
Nils Hintze:sensor and I'm a freelance writer.
Nils Hintze:I mostly work for the free uh, and I am the lead writer for Vaesen.
Nils Hintze:I've always been like, wanting to write and just use my imagination a lot, I
Nils Hintze:wrote plays for theaters and I wrote short stories and, Then I started to
Nils Hintze:write for in 2006, I started to write for a role-playing game called the
Nils Hintze:Octoberland Swedish steampunk game.
Nils Hintze:And then later the same author, he published the second version
Nils Hintze:of that game for the Free League.
Nils Hintze:And he asked me to write like the scenarios and campaigns.
Nils Hintze:And when I started to do that, I was like, why haven't I written role-playing games?
Nils Hintze:I love role-playing games.
Nils Hintze:I love to write.
Nils Hintze:So I was like, "Hmm."
Lucas:can you tell me how you were involved or how this game
Lucas:came to be before it was published?
Nils Hintze:First?
Nils Hintze:it was a book, a book with illustrations and texts about vaesen in the North,
Nils Hintze:Johann Egerkranz did this book with text and illustrations about a Nordic
Nils Hintze:vaesen, Nordic creatures where he, um, he collected like old stories from
Nils Hintze:a 19th century Sweden and Norway and Denmark, and just made a book about it.
Nils Hintze:And it's, it became really popular, and has sold really well.
Nils Hintze:And it's, it's a really good as well, of course.
Nils Hintze:And he is a guy who has illustrated a lot of role-playing games before but
Nils Hintze:after this book he was able to illustrate a lot of other great things as well.
Nils Hintze:So at first it was that, and then the Free League decided they wanted to
Nils Hintze:make a role-playing game out of it.
Nils Hintze:I was contacted with like, we're going to make a game it's about monsters of
Nils Hintze:the week and it's going to be like a game called, uh, an old Swedish game.
Nils Hintze:That was like a copy of shield, the, the American game.
Nils Hintze:which I loved when I grew up with what it was, my game, so I was hooked from
Nils Hintze:the start, but, uh, I went to a meeting with them and they, at first they didn't
Nils Hintze:tell me that it was, Johann Egerkranz's a book we're going to work with.
Nils Hintze:So it took me a while to understand that.
Nils Hintze:And when I did, I was really hooked on it.
Nils Hintze:Cause, cause I love that book.
Nils Hintze:And at first I w th the thought was that I should just write a campaign for the game.
Nils Hintze:But then they asked me, could you write this chapter?
Nils Hintze:And I wrote that chapter, could you write some more?
Nils Hintze:And I wrote one chapter, one more, one
Nils Hintze:more.
Nils Hintze:And then I written the entire, rule book.
Nils Hintze:and I wrote that the campaign as well, at the same time, for this product,
Nils Hintze:they had a fairly good overview.
Nils Hintze:What they wanted.
Nils Hintze:It should be a monster of the week.
Nils Hintze:It should be 19th century and so forth.
Nils Hintze:So I kind of try to realize their, plan and, and write something that
Nils Hintze:would be, in the same mood and the same that Johann Egerkranz's illustrations.
Nils Hintze:I wanted to make them come alive.
Nils Hintze:Cause I think his illustrations are very much alive and I think
Nils Hintze:the monsters that he draws are, I think they're not just monsters.
Nils Hintze:You can see that they are intelligent, that they want things, they think things,
Nils Hintze:they are multidimensional, they're just orcs about to find gold or whatever.
Nils Hintze:So I wanted to have that in a game.
Lucas:Can you tell me what the word vaesen means?
Nils Hintze:It really means creature, monster.
Nils Hintze:It's a Swedish word.
Nils Hintze:vaesen, but, but it's kind of like, it's hard to translate really.
Nils Hintze:Cause it's, it's also, if you say vaesen in Swedish, you think of
Nils Hintze:something magical, something that exists in a pond in the forest with
Nils Hintze:a mist around it, something that kind of like will haunt your soul.
Nils Hintze:You don't think about orcs.
Nils Hintze:You don't think about classical demons really.
Nils Hintze:Vaesen is like a, and it's kind of similar to the word soul as well.
Nils Hintze:You could say "your vaesen" as in "your soul."
Nils Hintze:so it is creature, but it's not exactly the same.
Lucas:That's fascinating.
Lucas:Was it important to culture in a particular way what Johanns work did was
Lucas:he capturing a certain part of culture and folklore that the vaesen occupy?
Nils Hintze:I would say that he captured, not a particular section
Nils Hintze:of it or something like, I think he captured the whole thing very good.
Nils Hintze:Vaesen existed in the 19th century in people's minds because they
Nils Hintze:wanted to, explain the inexplainable.
Nils Hintze:They wanted stories about how children could die from famine and from
Nils Hintze:suffering and dreaming about, going somewhere and having an easier time
Nils Hintze:of finding rich luxuries and stuff.
Nils Hintze:And I think Vaesen was created out of that and every vaesen it's kind of
Nils Hintze:connected to where the stories were told.
Nils Hintze:So the stories about vaesen are, are different all over Sweden, and you could
Nils Hintze:almost say that really there's only one vaesen, but you talk about it differently
Nils Hintze:in different parts of the country.
Nils Hintze:And I think it captures all of that very good.
Nils Hintze:One of the things I understood when I started to work with the material
Nils Hintze:more is how connected it is to my own background, my own history.
Nils Hintze:I mean, my ancestors told stories about vaesen and that was the most
Nils Hintze:fascinating for me to just go back and look, what were the stories that
Nils Hintze:existed in Bjuv where I grew up?
Nils Hintze:Uh, what was the stories that existed in, I dunno, Northern
Nils Hintze:parts of Sweden and so forth.
Nils Hintze:And I think it really.
Nils Hintze:He got that connection between the rural country and those creatures.
Lucas:So obviously I'm, kind of a 21st century American.
Lucas:what are the things that I would need to know in order to
Lucas:understand 19th century Sweden?
Nils Hintze:And.
Lucas:I know it's a big question.
Nils Hintze:I, and I think I could answer it in so many ways.
Nils Hintze:One way I want to answer it is to say that you should, if you want to play
Nils Hintze:Vaesen, you should probably play it where your ancestors are from, you should play
Nils Hintze:it where you are living now and just start digging in their surroundings.
Nils Hintze:What are the old places that existed here?
Nils Hintze:So that is one answer, but if you really want to play in the Nordic countries,
Nils Hintze:We had a choice in this aspect.
Nils Hintze:We could either try to like explain the entire Nordic parts of Europe,
Nils Hintze:uh, in like 500 page book, or we could go, the way we did that.
Nils Hintze:We said that it's, um, eh, it's a version, it's a mythological
Nils Hintze:version of the Nordic countries.
Nils Hintze:So you kind of make up your own version of Sweden in the 19th century.
Nils Hintze:But of course there are some, some things that are true.
Nils Hintze:How would he say?
Nils Hintze:You could say that it's, it's a country that is about to be, um, urbanized.
Nils Hintze:It's about to be industrialized.
Nils Hintze:It has been a Christian for a very long time, but, and the game is really
Nils Hintze:about this, how people stop living in these rural communities, where
Nils Hintze:they have been living there for like thousands of years in the same small
Nils Hintze:villages telling the same stories.
Nils Hintze:But during the 19th century, they all moved - not all, but many of them moved
Nils Hintze:to the cities and started to working in the industrials in, in industries.
Nils Hintze:Um, and I mean, there were a lot of big science evolutions
Nils Hintze:or whatever we want to call it.
Nils Hintze:So life really changed for a lot of people.
Nils Hintze:And one thing that happened is that the stories about vaesen
Nils Hintze:wasn't really relevant anymore.
Nils Hintze:It wasn't necessary anymore when we're going into the 20th
Nils Hintze:century, those stories changed, and many of them were forgotten.
Nils Hintze:So the whole game is about, how society changes during the 19th
Nils Hintze:century, railways, uh, mines, uh, industries, uh, Chemical wastes so forth.
Nils Hintze:Um, so, so I mean, if you've got that urbanization part, you can
Nils Hintze:just place it anywhere in the world.
Nils Hintze:Yeah.
Nils Hintze:And
Lucas:Yeah.
Lucas:that's happened
Nils Hintze:Yeah, I mean, so, so you don't have to know that
Nils Hintze:much about Sweden in particular?
Nils Hintze:I don't think so.
Lucas:How would you describe the game as a whole and, , the
Lucas:kinds of mechanics that are in it?
Nils Hintze:It's absolutely a monster of the week game.
Nils Hintze:You have your base, your headquarter in a town called Uppsala in the
Nils Hintze:middle of Sweden and you venture out in the rural parts of the country.
Nils Hintze:You're all city people and you Go out into these villages where
Nils Hintze:things have started to go wrong since the vaesen are, are obviously
Nils Hintze:noticing that people are changing.
Nils Hintze:And some of them are like going mad.
Nils Hintze:Some of them are killing people.
Nils Hintze:Some of them are disappearing.
Nils Hintze:Sometimes it's the vaesen that are the victims, but things are changing.
Nils Hintze:So you're going out into this countryside, places where you're
Nils Hintze:isolated, there is no help and there is, always a mystery to solve.
Nils Hintze:There is a way to make things kind of okay.
Nils Hintze:And I would say it's not a game where you're like compete against the game and
Nils Hintze:try to make as good character as possible.
Nils Hintze:It's a, it's a game where you tell stories and you help each other and
Nils Hintze:you, the game officer could ask the players, give me some good ideas.
Nils Hintze:I can come up with anything and so forth.
Nils Hintze:That would be absolutely okay to do.
Lucas:Yeah.
Lucas:So does it operate on a central mechanic, in the way that Dungeons and
Lucas:dragons would rely on a 20 sided die?
Nils Hintze:Yeah, it does.
Nils Hintze:I think almost all of Free League's game have, have the, the Year Zero engine,
Nils Hintze:which is y ou roll like a you roll like a dice pool of D-sixes and sixes are hits.
Nils Hintze:If you fail you can push the roll, and that means re-rolling, but that
Nils Hintze:also means taking some kind of damage.
Nils Hintze:You you, get angry or you get wounded or you pay a price to, to, to try again.
Nils Hintze:So that, that is the basics of the game.
Nils Hintze:That's the core of the mechanics.
Lucas:Of all the vaesen in this game, is there one that you, uh, that
Lucas:sticks out to you as, uh, kind of the best one to talk about or one that
Lucas:exemplifies your work or the tone of the piece, or just your favorite?
Nils Hintze:I would say all of that Uh, and in fairies I know that
Nils Hintze:fairies is a part of the Swedish folklore, but to me, it's also a
Nils Hintze:very, I know, Celtic or British,
Lucas:Yeah.
Lucas:There's a lot of different places where, and that's why I wasn't sure of
Lucas:the pronunciation, uh, the, the word crops up in a lot of different places.
Nils Hintze:Yeah.
Nils Hintze:But I think they, they really, they are absolutely my favorite
Nils Hintze:and I think they really set the tone for, for, for this game.
Nils Hintze:and to me they're like they, they should be written by Neil Gaiman and
Nils Hintze:be a part of the Sandman comics they would fit so well in, in his stories.
Nils Hintze:I mean there are like beautiful creatures who have almost no empathy.
Nils Hintze:They do whatever they want.
Nils Hintze:And they don't really care about the consequences of their actions and they
Nils Hintze:could be really grim, but also really, um, give things and promise things.
Nils Hintze:Absolutely.
Nils Hintze:So there are like these kind of like a prick, these psychopaths who
Nils Hintze:are really powerful and hard to, to hurt you can't really hurt them.
Nils Hintze:And I think that they can be used well in the, in a vaesen game.
Nils Hintze:and I imagine them coming from the forest, uh, in the middle of the night,
Nils Hintze:after a big party in the village and everyone is are drunk and have started
Nils Hintze:to fall asleep and you can see it like glittering a on the lake or a,
Nils Hintze:or a mist rising from the forest.
Nils Hintze:And, you know, you rub your eyes and you see that there's
Nils Hintze:something flying among the trees.
Nils Hintze:And I think it's the, it's the fairies coming towards the village, just wreck
Nils Hintze:havoc with their, with their magic, driving people mad and changing time.
Nils Hintze:And just doing tricks that to them are just funny, but they could be horrible.
Nils Hintze:I mean, they're, they're absolutely interested in babies and children
Nils Hintze:fascinated by them, but they have no moral, they don't care what they do.
Nils Hintze:So I think they could be really both horrible and comical
Nils Hintze:and, and interesting as well.
Nils Hintze:And I think they could be interpreted symbolic as well.
Nils Hintze:I've thought about it a little and I think they could be a symbol for dreamers.
Nils Hintze:I mean, they, they, um, they often offer gifts.
Nils Hintze:They often promise things, but that gold is most often just sand and
Nils Hintze:they could be interpreted in a way, a really harsh way: the dreamer, who
Nils Hintze:will inevitably go wrong, who will be punished for, for, uh, thinking too big
Lucas:Yeah, I think the English word for that might be hubris.
Nils Hintze:Yeah.
Nils Hintze:Yeah, absolutely.
Nils Hintze:Yeah.
Nils Hintze:That kind of the bad part of creativity, or you can even
Nils Hintze:interpret them as madness as people.
Nils Hintze:I mean, people, uh, are effected by the fairies, but they have really just lost
Nils Hintze:their minds have been driven insane.
Nils Hintze:Um, so it could be like a way to talk about a mental illness as well.
Nils Hintze:I think they are interesting and have a depth to them.
Lucas:absolutely.
Lucas:I mean, you've hit on all of the reasons why I'm making this show, because
Lucas:I think all of these, all of these different meanings can be bound up in an
Lucas:individual creature and they often are.
Nils Hintze:And I like creatures that aren't evil.
Nils Hintze:I think evil is uninteresting.
Nils Hintze:Fairies will absolutely do evil things they will do things that
Nils Hintze:are bad, but they are not evil.
Nils Hintze:They have no evil intentions, they just don't care.
Nils Hintze:They want to have fun kind of, uh, that is more interesting.
Nils Hintze:I think.
Lucas:Yeah.
Lucas:So let's talk about how this is.
Lucas:Implemented in the game a little bit.
Lucas:I know Michael sands game, monster of the week, which shares,
Lucas:it's a name with the genre.
Lucas:Doesn't have a monster manual.
Lucas:It doesn't have a list of monsters that you can pull and then put
Lucas:in the game and use in that way.
Lucas:How does Vaesen do it?
Nils Hintze:Vaesen does have a monster list or, uh, or a vaesen list.
Nils Hintze:But it should be interpreted it.
Nils Hintze:Like, these are examples of vaesen, this is how you can do it.
Nils Hintze:And with every vaesen there is in game text, and there are a big
Nils Hintze:section with examples of how to use this vaesen in a conflict, how
Nils Hintze:to build a mystery around them.
Nils Hintze:So you can use the information really flexible.
Nils Hintze:it's not like firm facts hammered into stone that way.
Lucas:So they're almost more like a template that you could
Lucas:apply to any number of things.
Nils Hintze:Yeah.
Nils Hintze:Yeah.
Nils Hintze:And I think that corresponds well with howvaesen are.
Nils Hintze:I mean, how old folklore is, I mean, there are so many versions of what a
Nils Hintze:certain creature is and can do and can't do, and how you stop it and so forth.
Lucas:So there isn't a, you wouldn't have a page on a certain monster that
Lucas:would say, this is how strong it is, or this is how many hit points it has, or
Lucas:this is how charismatic it is or this, these are specific actions it can take?
Nils Hintze:There are some characteristics.
Nils Hintze:They have like three values, four values.
Nils Hintze:Nope, sorry, five values.
Nils Hintze:They have like how many dice they roll to use magic, how many dice they roll
Nils Hintze:to manipulate and so forth, but, uh, in the rules, it is stated that they can,
Nils Hintze:they can do like types of magic, but the specific enchantments and so forth must be
Nils Hintze:decided and adapted to a specific mystery.
Nils Hintze:So, I mean, in one mystery, a creature can do this and another
Nils Hintze:mystery, they can do that.
Nils Hintze:They should be adjusted.
Nils Hintze:to "en-heighten" the mood and the theme of a scenario.
Nils Hintze:There's always a ritual.
Nils Hintze:there are no monsters, or maybe there is one monster, but.
Nils Hintze:Yeah, I think there is one monster who can be killed, with force.
Nils Hintze:Uh, all monster must be driven away by a ritual.
Nils Hintze:You must do something specific to, to make them go away.
Nils Hintze:And that corresponds with how, how they were, uh, spoken about in folklore.
Nils Hintze:If you hit to a fairy, they, they don't take any damage.
Nils Hintze:You can't kill them, you can't fight them.
Nils Hintze:You have to do something To make them go away and there's suggestions for what
Nils Hintze:this could be in a particular scenario.
Nils Hintze:So it says there that some fairies will leave if they feel tricked or outsmart
Nils Hintze:or when their spells are broken.
Nils Hintze:So that could be one way that, that the player characters will have to defeat
Nils Hintze:them, or you can drive them away by blowing into our dwellings with a bellows.
Nils Hintze:And, um, and so there's a certain way you can make a ring with,with
Nils Hintze:the bells, from, from a shirt or sprinkle Holy water and so forth.
Nils Hintze:So a big part of the mystery is finding out what is the ritual to, to make this
Nils Hintze:vaesen calm down, or die or go away.
Nils Hintze:and if you fight the vaesen, it won't go well.
Nils Hintze:You might survive, but they're both really powerful and you can't really hurt them.
Nils Hintze:So that, that is not a good idea in this game.
Lucas:So the process of actually playing our running this game, would
Lucas:be a bit more like 20 questions.
Lucas:sort of a game of, leading your players to the right pieces of without outright
Lucas:telling them this is what you need to do.
Nils Hintze:Yeah.
Nils Hintze:Yeah, absolutely.
Nils Hintze:That, that is absolutely one part of it, finding the information, finding out what
Nils Hintze:to do, but in good mysteries, I would say that there is choices to be made.
Nils Hintze:Yeah.
Nils Hintze:I mean, In some, some sometime you will find out, no, we shouldn't do
Nils Hintze:any ritual to drive this vaesen away, a way, or maybe different groups of
Nils Hintze:players will do different things.
Nils Hintze:So in the best mysteries there's like a, a moral question as well.
Nils Hintze:And there is always, every mystery has it's built around two conflicts.
Nils Hintze:There's always a vaesen conflict and the, a human conflict at a location
Nils Hintze:where you go to, so there could be like conflicts between two groups
Nils Hintze:in the community, and most often you wouldn't solve that conflict.
Nils Hintze:It's just something happening.
Nils Hintze:while you try to solve this mystery.
Lucas:How do you think the, the vaesen conflict and the human conflict interact?
Lucas:Is it important that they match?
Nils Hintze:I don't think so.
Nils Hintze:I, I think it could be a really nicely done with, with like a theme that is
Nils Hintze:the same for, for both the conflicts.
Nils Hintze:I mean, if you have like a hopeless love theme in the human conflict, you
Nils Hintze:should have something corresponding that in the vaesen conflict,
Nils Hintze:but you really don't have to.
Lucas:As you would like this game to be played, especially talking about fairies.
Lucas:do you think that kind of gives us when we go into our regular lives?
Lucas:Does this sort of help us understand any issues that we're dealing with
Lucas:even now that urbanization has happened and the industrial revolution is over?
Nils Hintze:think there's this game has a really clear theme To me.
Nils Hintze:I think it's obvious that that's the vaesen gave us something and I mean
Nils Hintze:the strong Christian belief in, in, in, in Sweden, I had a good impact.
Nils Hintze:I mean, it was, it was helpful to, also to have a firm place in the world to
Nils Hintze:live somewhere where your ancestors has lived for, for, uh, centuries,
Nils Hintze:to know how to explain things.
Nils Hintze:I think that was a really, What are you saying in English, "trygga."
Nils Hintze:Secure, it gave security, a mental security.
Nils Hintze:And I think it helped people understand the world.
Nils Hintze:It helped people get through the crisis.
Nils Hintze:And I think now we live in a time where Most things are not certain.
Nils Hintze:Everything is questioned.
Nils Hintze:Your identity is up for grabs.
Nils Hintze:I mean, it could be whoever you want, you can transform in however ways you want.
Nils Hintze:You can, you are never finished with who you are.
Nils Hintze:I mean, it must be so much harder to be a teenager today than it was in these times.
Nils Hintze:and I think of course there's both good and bad things.
Nils Hintze:I mean, it must be horrible to be certain teenagers and with certain
Nils Hintze:things and in the 19th century, it must be absolute nightmare in some aspects.
Nils Hintze:But in some ways I think it also was good to have a society that is understandable,
Nils Hintze:a world that is comprehensible.
Nils Hintze:I think the game is about, It's about the world, leaving the world where,
Nils Hintze:where you can explain things where you can like symbolically talk about
Nils Hintze:things and going into this really harsh and hard industrialized world.
Nils Hintze:I mean, th th th the cities in the 19th century, they were like
Nils Hintze:the nightmare version of our, poor, places in cities today.
Nils Hintze:Even if those are bad as well.
Nils Hintze:Fairies and vaesen stands for a way to openly speak about dreams
Nils Hintze:and, and longings and, and, uh, hurt uh that is really simple.
Nils Hintze:You can just talk about this, The stories that are also shared,
Nils Hintze:they're shared in a community.
Nils Hintze:You're not alone in this.
Nils Hintze:Everyone knows these stories.
Nils Hintze:And then we went into a world where everyone is alone.
Nils Hintze:Yeah, you can do everything, but you have nothing to stand on and you're, you have
Nils Hintze:no one around you, everyone moves around.
Nils Hintze:So my aim was to find this point in history when it goes from one thing
Nils Hintze:to the other, both things have their good things and their bad things.
Nils Hintze:Yeah.
Nils Hintze:I'm rambling a
Lucas:No, no, I I'm.
Lucas:I'm if you, if we had a video feed, uh, yeah, you can tell I'm just, I'm rapt.
Lucas:Um, This is Michael gave me good advice.
Lucas:Like this is exactly the kind of thing I was hoping to discover
Lucas:when I started this project.
Lucas:It's it's beautiful.
Nils Hintze:Oh, great.
Nils Hintze:I agree with you.
Nils Hintze:I think all games should have a theme and I think they have a theme.
Nils Hintze:I think you want something with choosing those rules instead
Nils Hintze:of those rules and so forth.
Nils Hintze:And, and that is much of what interests me as a roleplayer as well.
Lucas:Nils Hintze continues to write and design RPGs, including
Lucas:Farsight, a space opera conversion for D and D fifth edition.
Lucas:Vassen is available directly from Free League publishing, or Fria Ligan in
Lucas:Swedish, or wherever you get your games.
Lucas:The Free League continues to create new and exciting RPG products like
Lucas:the Kickstarter smash, The One Ring, which brings fifth edition mechanics
Lucas:directly to Tolkien's middle earth.
Lucas:You can find links to all that content and more on the show's website,
Lucas:scintilla.studio/monster that's S C I N T I L L A dot studio slash monster.
Lucas:Nils was an amazing person to interview.
Lucas:And there's a lot that I couldn't include in this episode.
Lucas:We talked about Tales from the Loop, the game he designed from Simon
Lucas:Stalenhag's, art book of the same name.
Lucas:Stalenhag's evocative concept art was a viral sensation for its wistful
Lucas:look at an alternate 1980s Sweden full of pastoral vistas and rusty robots.
Lucas:You might also recognize Tales from the Loop from Amazon
Lucas:Prime's 2020 serial adaptation.
Lucas:So I couldn't leave that tape on the cutting room floor.
Lucas:I've made it available as one of many perks for the shows patrons
Lucas:at patreon.com/scintilla studio.
Lucas:Follow the link in the show notes to see this and all the other amazing
Lucas:things you can get by becoming a monthly supporter of the show.
Lucas:Music in this episode is by Arcane Anthems, who creates free
Lucas:music for tabletop role-playing campaigns, streams, and podcasts.
Lucas:This track is called "The Wild Mother Guides," and is one of
Lucas:many tracks inspired by D and D juggernaut Critical Role.
Lucas:You'll find a link to his work in the show notes.
Lucas:Be sure to tell him I sent you.
Lucas:Thanks for listening to Making a Monster.
Lucas:If you like what you've heard and you want to support the show, please share
Lucas:it with the people you play games with your recommendation or a link in
Lucas:your discord, lets other people know they can trust me with their time
Lucas:and attention and it's a real gift to me and the creators I feature.
Lucas:I'll be back next week with a brand new episode.