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Joonas Laakso
Works at Remedy Entertainment
Attended EVTEK Muotoiluinstituutti
Lives in Helsinki
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We played Monsterhearts and absolutely loved it. I wrote about why.
Monsterhearts is a tabletop roleplaying game about sexy supernatural teenagers ruining their lives. It is very direct in its aims, seeking to create a teenage sex horror story. We played it last weekend for the first time and I came away stunned, really, impressed and inspired.
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Joonas Laakso

Blog Updates  - 
 
I wrote about why Monsterhearts had such a huge effect on me. The group loved it, too. My most-talked-about game in years and years.
Monsterhearts is a tabletop roleplaying game about sexy supernatural teenagers ruining their lives. It is very direct in its aims, seeking to create a teenage sex horror story. We played it last weekend for the first time and I came away stunned, really, impressed and inspired.
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Michael Christensen's profile photoJoonas Laakso's profile photo
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It is, indeed. :) Really looking forward to another session with a new group. I don't think it's really campaign material.
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Joonas Laakso

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If you missed our demo of AUDATIA at Ropecon, fear not! Here is the same set in video form (Finnish, with English subtitles).
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Kerro kavereillekin!
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Joonas Laakso

Shameless Plugs  - 
 
To anyone interested in the possibility of realistic RPG combat, be sure to check out our card game in the making, Audatia. It is the first realistic, playable system of violent conflict resolution I've come across. There are surely other tabletop RPG uses for it beyond the duelling game itself.

The core of the game is a fun, tactical, rewarding duelling card game about two guys with swords facing each other. It is very closely based on the Fiore school of medieval swordsmanship, making few compromises from the art - everything that works in the card game works in real life and vice versa.

It doubles as a teaching tool for the theory and tactics of the medieval (Italian) longsword and associated terminology.

We're on IndieGoGo with more than 50% funded and over 40 days to go. Check us out!

http://www.indiegogo.com/projects/audatia-the-medieval-swordfighting-card-game/x/3841027
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(I do guarantee, though, that you'll be crying out loud medieval Italian as you play in no time.)
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I blogged about our summer #RPG  campaign, which covered a five-session run of Heavy Gear. Key takeaways: http://dustygamer.mcmuumio.net/2013/heavy-gear-summer-campaign-2013-post-mortem/
I had planned a two-game summer special to take a break from my two-year Dungeons & Dragons campaign. It took five games to clear part one of the planned double feature. This is a post-mortem of that campaign; what went right and what went wrong. Don't worry, we're not spending any time on a ...
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Joonas Laakso

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So if you haven't heard yet I'm part of a team making a (non-collectible) card game based very closely on authentic 15th century Italian swordsmanship. It's as real as it gets: a duel played in AUDATIA, our game, would make sense if re-enacted with real steel. Which we do all the time!

The game is done and in extensive playtesting. We ran over 300 demo games at Ropecon last weekend. We need the funds to make the remaining art and to print the game.

The campaign is on IndieGoGo: http://igg.me/at/audatia

We're off to a strong start with close to 40% funded already. Backing us is safe; if we don't raise the whole amount required to finish the game, nobody is charged.

I'm eager to answer all questions! (If you're wondering, this isn't a Bugbear project - it's a hobby for me.)
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Joonas Laakso's profile photoHilla von Essen's profile photo
 
Now with a gameplay example complete with card layout, explaining the basics and live re-enactment of an exchange! Playing Audatia
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Have him in circles
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Joonas Laakso

Best Game Night Ever  - 
 
I wrote this week about why Monsterhearts is so great. It had a huge effect on me and my group.
Monsterhearts is a tabletop roleplaying game about sexy supernatural teenagers ruining their lives. It is very direct in its aims, seeking to create a teenage sex horror story. We played it last weekend for the first time and I came away stunned, really, impressed and inspired.
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Ronald Stepp's profile photoJoonas Laakso's profile photoNeil Smith's profile photoIsrael Reyes's profile photo
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Sounds most interesting. While I usually run away from Apocalypse World, it sounds like a good fit for the premise you describe.
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Our medieval combat card game AUDATIA is now fully funded with one more stretch goal to go!! Fighter lady confirmed, armour expansion confirmed, German style of Liechtenauer to go!

If you're at all interested please consider jumping in now, because we can't guarantee that there are enough games made for distribution after the campaign. There's still 40 days of time!

http://igg.me/at/audatia
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Joonas Laakso

Kickstarter  - 
 
We are working on AUDATIA, the medieval swordfighting card game. Very closely based on actual swordsmanship, everything that works in the game works in real life and vice versa.

The game is fun, tactical and rewarding on its own right, but it also doubles as a teaching tool for learning actual Fiore school medieval longsword theory, tactics and terminology.

The game design is done and it's in extensive playtesting. We're seeking funding for the remaining card art and printing. The IndieGoGo campaign is past the halfway mark already. All questions welcome!

http://www.indiegogo.com/projects/audatia-the-medieval-swordfighting-card-game/x/3841027

Explanation of the basics: Playing Audatia
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John Pappas's profile photoJoonas Laakso's profile photoWinchell Chung's profile photoAlex Scrivener's profile photo
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Alright, I'll review our playtest plan and get back to you. Thanks for volunteering!
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Joonas Laakso

Introductions  - 
 
Hi! My name is Joonas and I'm a GM of 25 years.

My weekly blog "Dusty Gamer" features quite a bit of RPG content (as well as a bunch of videogame stuff). Check it out: http://dustygamer.mcmuumio.net/category/roleplaying/
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I wrote about my summer Heavy Gear campaign as a post-mortem: lessons learned and unforeseen complications. 

http://dustygamer.mcmuumio.net/2013/heavy-gear-summer-campaign-2013-post-mortem/

The bit about overtly dramatic characters has caused some split of opinions at the table. I think the problem is that people understand "drama" as different things - for it's all about the characters having a personal conflict and making it apparent to everyone at the table, whereas others take it for inter-party conflict.
I had planned a two-game summer special to take a break from my two-year Dungeons & Dragons campaign. It took five games to clear part one of the planned double feature. This is a post-mortem of that campaign; what went right and what went wrong. Don't worry, we're not spending any time on a ...
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Joonas Laakso's profile photoBrandon Fero's profile photo
3 comments
 
Ah, see, that paints a whole different picture. :) But yeah, Thunderhammer's not near good enough for close quarters Gear combat. It's an arty piece. Now, hovertanks, that would have been a different story. ;)
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Joonas Laakso

Settings, Worlds, Rules  - 
 
I'm trying to get my head around Fate Core. I'm seeing it could replace a couple of systems I don't like (Rogue Trader RPG, BESM for all of my random one-shots), but I'm struggling with a couple of concepts. Background: extensive, but only a bit of FUDGE way back in the 90s.

One: vehicles. Thinking about a mecha game, my first instinct was to basically handle the mecha and the character as one, because this is how it tends to work in fiction. Is there something inherently wrong with this? Obviously they'd have some Stunts, Skills and Aspects that would mainly apply when they're piloting the mecha.

Two: equipment. Reading the excellent Fate Rogue Trader hack I was disappointed by all the attention to equipment. Again, in pretty much all fiction equipment doesn't really matter. It's one-use stuff in terms of fiction. There was a good idea in the Shin Megami Tensei hack about just this - you get three pieces of gear, all of which can be freely invoked - by anyone, and just once. Is there anything wrong with this approach?

Three: skills. I really dislike skill lists in all games these days. I would opt for a super short list, only the very basic half a dozen or so most relevant to the game we're playing. Other abilities would be Stunts or Aspects. Is there anything wrong with this?

Thanks in advance. I'd wondered where all that great RPG discussion had disappeared from the Web - looks like it's here!
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Juha Heimonen's profile photoRobert Hanz's profile photoJoonas Laakso's profile photoJohn Large's profile photo
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+Joonas Laakso : The Rogue Trader hack is an attempt to translate the feeling of the original game into FATE core; in all of the WH40K RPGs equipment and technology is an important aspect of the game and system. That said, if you don't want to place such an emphasis on equipment it is easy to have the equipment as either Stunts (that give you a bonus in certain situations) or Aspects.

In terms of representing vehicles & mecha I would suggest that you either represent them as Aspects/Stunts or use the fate fractal idea to have them generated as characters with their own sheets.
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Have him in circles
88 people
Iida Laakso's profile photo
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Riitta Bergman's profile photo
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Ilmari Ahola's profile photo
Wille Ruotsalainen's profile photo
Charles Young's profile photo
Tuomas Tonteri's profile photo
Education
  • EVTEK Muotoiluinstituutti
    BA in Arts (Communication, specialized in Design Management), 1999 - 2003
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  • Remedy Entertainment
    Producer, 2013 - present
  • Bugbear Entertainment
    Producer, 2008 - 2013
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One of the best burgers I've ever had, and certainly the most interesting! Super juicy, complex enough taste. Great location within short walking distance of Santa Monica sights, but just removed enough to not be crowded. Inside was noisy, but there was plenty of room to sit outside. I was happily surprised by the price - the $25 quoted here is including a side order, soda, dessert cake and coffee!
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