Back in October 2022 I arrived late for a party. After falling out of a taxi with a bottle of vodka in hand, I ventured into the universal love fest that was the critical reaction to Free League’s Vaesen and announced ‘Eh… not for me’.
Vaesen is one of the most disappointing RPGs I have ever purchased… The problem was that I loved almost everything about it: I loved Johan Egerkrans’ quirky and humane artwork, I loved the production quality of the book itself, I loved the idea of a game set in 19th Century Scandinavia, I loved the elements of base-building that come from having you level-up the group’s headquarters alongside their characters, and I loved the idea of a game that was about industrialisation and the conflict between modernity and tradition.
While I loved all of these things, I loved the last of them the most and that is where I felt that Vaesen let me down. Just as Vampire the Masquerade was a combat-heavy urban fantasy supers game that presented itself as an introspective gothic story-telling RPG, Vaesen presents itself as a meditation on tradition, change, and the growing pangs of modernity but in reality it’s a game about travelling to the countryside in order to hunt and kill fairies.
Both games are examples of what people in video-games studies used to refer to as ‘Ludonarrative Dissonance’: That is to say that there is a tension between the narrative told through the game’s story and the narrative that is told through the actual gameplay.
The dissonance in Vampire the Masquerade was born of market forces: The intent may have been to produce a game about exploring transgressive desires and the limits of humanity but the punters wanted books with lists of magical powers and so the minor dissonance of the original rule-set slowly grew into an unceasing howl of discord between what the game professed to be about and what it actually was about. Vaesen’s problem is born not of market forces but of a failure to do the work required to produce a game that engages with its intended themes.
Vaesen’s problem is that it has a great set of themes but it has no system for dealing with the conflicts that arise from those themes. Vaesen’s story is all about trying to resolve the conflict between modernity and tradition but the only relevant rules for conflict-resolution are some hand-wavy stuff about rituals and a combat system. So while the game may profess to be about the growing pangs of modernity it is actually a game about Swedish people murdering fairies in order to make the world safe for commercial farming and strip-mining. Had the game included some rules for resolving conflicts through any means other than conflict then it might have been true to its bittersweet themes but instead the game is nothing more than a series of bug-hunts. This lack of thematically appropriate conflict-resolution rules could have been ameliorated with solid advice on adventure design and tonal control but the GMs advice and most commercially-published adventures all point to a game about Swedish people travelling the countryside, tracking down the local fairies, and murdering them in cold blood.
Vaesen is basically the ideological opposite of Werewolf the Apocalypse; it is Princess Mononoke written from the point of view of the humans who want to wipe-out the forest spirits in order to expand their mining and logging operations. It is a game about the mundane and the profitable waging genocidal war against the magical and the bizarre.
So why did I go out and buy a supplement? Well… turns out that I’m an absolute fool as The Mythic Britain & Ireland supplement for Vaesen is somehow even more slapdash and disappointing than the original game.
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