Hello, and welcome to Snyder's return a tabletop roleplay podcast. My guest today is used his professional training to present us dark mysteries and mythic locations, which are thrown us through a loop of the things you've envisioned for us could flood the forbidden lands of our imaginations with horrifying manifestations, leaving us looking for something grim to protect our hallowed ground. It doesn't matter when you started playing TT RPGs it could have been an alternate 80s the 90s or even today, fastener has something for your group to uncover and enjoy. It is an absolute pleasure to welcome to the show the game's renowned author from freely publishing, gnosis Nels, welcome to the show. Thank you very much. It's an absolute pleasure. Before we go into the reason why I bought you want to and all sorts of good things. Would you mind letting us know how you got into ttrpg? Yes,
Nils Hintze:please. Yeah, I started to play. When I was really young with my family, my older brother garden, and role playing game, and our mother helped us start to play. She was her first first game master. And then I played with my older brother and his friends for many, many years. And it was when I became older, I got my own RPG friends. And then I just continued to play all my life, right? Oh, what systems Did you play in your youth? If you don't mind me asking. There were some Swedish systems that were really big here. So we didn't want to play Dungeons and Dragons. Like everyone else in the world, we had our own talk our demo honour, which like, it's like a rune quest. But the title is just a ripoff of Dungeons and Dragons. It's like dragons and demons in English. They had some kind of influence when they came up with a name. So it was it was a lot of the BRP. system.
Snyders Return:Yeah, of course. And, and how did going from playing those, those games in the, in your early years? lead you up to where you are? where you are today?
Nils Hintze:Do you mean like writing role playing games? Or Absolutely, yeah.
Snyders Return:Yeah. From from, from playing them in your youth to now writing them and, and sort of having them on general release for everybody to enjoy.
Nils Hintze:I started to write for playing game. For that there was a game that came out for like 12 or 15 years called the October land. Which I was really thrilled when I when I read it was really amazing. It's like a steampunk, Russian fairy tale world. And I started to write like, free scenarios. And the author is Christian millstone. Who has written why tech and silica we can sell now. And we're still friends. But it was through him that I started to write. And, like 10 years after that, he he got the free league to publish the second edition of that game. And he wanted me to break the scenarios and campaigns and so so so I started right for that. And then I found it really fun. So So I asked the free league if I couldn't do anything else. And then when we started talking, they had like, Tales from the loop that was just, they had some ideas, but that was just in the beginning of creating that game.
Snyders Return:So if if someone isn't familiar with that particular game, would you mind giving us a very brief insight into what Tales from the loop is, please?
Nils Hintze:Yeah, the world is created by Siemens stolen Hogg that the artists made this amazing art pictures. And, and those are about like the 80s. Many of them are about kids in the 80s in a world where they're like, technological wonders, but that doesn't really change everyday life. You still eat your porridge in the morning. And the game I wouldn't say that it is artists necessarily about that. The game is about solving mysteries in this world. So it's kind of an ET string string Stranger Things world between replay kits.
Snyders Return:It sounds it sounds exciting. And this is sort of game development game design something that is that all you've done or have you sort of branched out into other professions in your journey
Nils Hintze:so freely. Now, I haven't done any any any game design or I've never really seen myself as a game designer. I'm more I come from the more like, I wanted to be an auditor when I grew up and I written a lot of plays, theatre groups. And I would say I'm more interested in the in the kind of symmetrical and narrative thing about role playing games, but, but of course, I have created game systems. So So you could say that I do that as well. But that is not what I'm mostly interested in. Yeah, that's
Snyders Return:fair enough. And you mentioned that writing and informatics and the game you authored using descriptions of the Nordic horror game? Vaesen Yeah. Yeah, that's a impressive, I'd like to chec with pronunciations. I don' want to mispronounce yet. Woul you mind telling us how tha came to be formed and th process of bringing that loca game stores? Yeah
Nils Hintze:that is actually kind of similar because those images in that game are from another book with the same name like an art book by by you on Agha Khan. So it's really famous illustrator in Sweden, done a lot of things for role playing games, a lot of other things as well. So he has written this book about Nordic pass and done those illustrations. And he in the free league wanted to become a role playing game. And when they presented it to me, they said it's going to be like, shill across, kind of a big game in the 80s, I think, and which I loved and I know I love this kind of sounds to me that way. And I would say when, when I came into the picture progress, and they had a clear idea what they wanted to do, they wanted to do like a monster of the week mystery game in the 19th century. That shouldn't be like gory horror, but more like a cosy horror game. And so I got to write that. And it's, I mean, it's about it's about thematically, you could say it's about the world changing from from like, pre industrial to industrial world, to modernization, where you're like, kind of leaving the, the old life that has been going on for centuries, at the farms and people moving to the cities and industries growing and growing. So the game is set in that transition. Yeah, exactly. A painful transition. And in this world, that that means that the best and that the creature, the fairy people who are part of the like, farmer's life, everyday life, they were important parts of everyday life, they can get abandoned. And it kind of gets in their way of living gets really disturbed and things start to happen in the countryside. strange creatures behave differently. And the players or the player characters are actually like people from the cities who go out in the countryside, try to solve mysteries, because they are the few people who can see these things. They have the sights, most to most people, these things are just invisible. And the best thing could be, like dangerous or bad, but they could also be victims. And most of them they are both. It's not a game about horrible, dangerous, evil creatures. Absolutely not. So it's just like situations and situations that are bad in some way. And there's Besson somewhere in the middle of it. So that long explanation Sorry,
Snyders Return:no, no, no, not at all. Not at all, having a button tied to the land, while also having their way of life disrupted. And it sort of it evokes such a I want to say emotion, because it is but that wasn't the word I was hoping to use. But it sort of draws on almost a primal part of ourselves having to change ourselves and seeing the world around us. So with it being sort of set in Scandinavia, was there an area or a particular region that you were excited sort of bring to life?
Nils Hintze:In the beginning, I was thinking like that, just looking for places. That would be interesting. And I think there are many interesting places in Nordic countries. But as I worked with it, I started to realise that this is actually like a trip back in my own history. I mean, my ancestors believed in these things, and they lived in places where these things were important and we could actually make mysteries certain scenarios about places were important to my background. So I started to think that this should be a game about like, people's own background and own history. So. And I really like when people do that when they write scenarios about, like, my people come from this place in north of, I don't know, Norway and and they always talked about the terrorists or whatever. And so I would say it lends itself very well to kind of a nostalgic trip back into Roman history. So everywhere is kind of my connection to kind of Yeah,
Snyders Return:yeah. And I can, I can see how people would resonate with certain areas. And whether they're Scandinavia, or not, everybody has a local folklore that they could they could sort of associate in some small way.
Nils Hintze:And I think they should, I think I've said before, in different occasions, I really think you should make the game about your own history, you can place it in the US or in Japan, or in Italy, everybody has a folklore background that you can use. I think it makes the game more interesting. Yeah,
Snyders Return:yeah. Well, there's there's tools to do that in the back the core rules. So if you do pick up the core rules, which are what we mentioned, the illustrations, they are phenomenal, they are beautiful, but to tailor the game to your own area. So well structured in the books are highly recommended. And with respect to ancestries, and being tied to, to these folk laws, and the Vasant Is there a particular one that sort of resonates with you one that sort of either stands out from your childhood, or ancestry, or just one that is in the book, or in the wider law that stands out to you as as special in some way.
Nils Hintze:I think there are several, I think that the Alps album, people are very interesting. They are the fairies, I mean, it's very, and like a little flying creatures that are intelligent, kind of mean, and just like to mock people and make fun of them. And they're really powerful, with with magical powers to like transform people and turn them into cattle or make time go backwards and stuff and it just make havoc in the world. I think they're interesting. But I would say that I like all creatures that are that has a sad tone to them. And I think that is interesting. Like, the more I was, was actually a child who was killed, like a small child became a creature and neck and the creature is sitting and trying to like learn people with a fiddle, who actually wants I think the story is that he actually wants to, to go into heaven and become one with God, but he's, like, doomed to be one with the devil. And I think that is interesting. Yeah, I
Snyders Return:love the one of the ones that stood out to me possibly because I own a cat is the chair is the church grim? The artwork that sort of thematic feel to it. And the fact that, while it, it can look sinister, and, and can do sinister, not sinister acts, but mean or dangerous things? It is a protectorate. It's that that great duality of almost moral ambiguity. So well written as well. So going from, from sort of the locations and some of the law, what else is it about the game that sort of really, really sings to you because it's have a follow up release? a wicked secret and other mysteries. So what else in the game sort of stands out to you as being special and, and would sort of encourage a game master to sort of pick it up and present it to the group?
Nils Hintze:I think it's, I think it has struck in a place where, where it's just a kind of a simple game, because, I mean, you could just play a scenario and you could connect it to the next scenario. It's like, as I said, it's a monster of the week game. I would say the rules are kind of simple. And there are resources, like a framework to create your own scenarios that you could just put in content in it, and then you'll get a scenario to play. So it has a simplicity and it's accessible. But I think you can still with the nature of the best son, and that backstory, you could create like, depth to the stories as well and when those two things Match when that works, I think it's what I want in role playing games, I want it to be easy accessible, I want it to be just sitting down at a table and play, but not being too shallow or meaningless. So, when that works, I think the game works. Well.
Snyders Return:Definitely, I knew you mentioned wanting it to be easy and accessible. pitched at that right level? What are some of the challenges you faced sort of bringing the game together,
Nils Hintze:one of the biggest challenges was how we should present the mythic north. Because I mean, we could write several books describing it, you can I mean, you can give so much details. And then we had a decision to make either we go with the detail way, and then we had to add a lot of detail. Or we just make up this mythic north, and we try to give kind of a framework where you can just run wild with your imagination. And think we did the right choice. But I imagine there are people who, like, want more of a detailed details, world, we want more facts, we want more, and I mean, you can't please everyone, but I think that was the right choice to make.
Snyders Return:Yeah, definitely. And I've enjoyed reading through the books and sort of picking out lots of the different features and and the law that's in there is, is great. I, I like law, but I don't like to be overwhelmed. And this this game sort of hits that that sweet spot for me. Absolutely. What about for, for players? What sort of things can the players do within the world? You mentioned they they come from the city and go out with this site? Yeah, but how does how does the game play with respect to the players?
Nils Hintze:I think many many of the like ordinary scenarios work in the in the same way your your you are, most often you start in this city called Uppsala. If you place you can have your base there because you're your people who you have the site. And for some reason, you have to have added trauma, we started to see these events and in your life. And now there's a there's a society who kind of hunts are looked after the basin. And that society has just collapsed. And the player characters are the one who was going to restart this society. So they're kind of called to do the same castle in Uppsala, casa, which is filled with like, hidden doors and strange temples and you can like build your castle as you play and add things to either by just you find them in the castle, or you actually build them. But you start restart this society and you start to like go on missions and in the countryside. And often you get like an invitation could be a written letter. We need help in Vermeulen, where trolls are, most probably they won't mention the trolls, but you will like this could be something for us to kind of like the a team. You go there by train or or horses or you get to a village and there will be like locations and conflicts. It's also written that in all scenarios, there should be like two conflicts one conflict, which is the destined conflict, which you will probably somehow solve. And there should always be like a second conflict, which is most often a conflict that decides, which should add like spice and content and complicate things that could be people like hating each other and so forth. So So you come there and you start, like, digging around looking for details includes some, and it's not a game with a lot of fights, I wouldn't say the best scenario and they can't really be killed in that way with guns or blades. So you can like fight them to ward them off, but you can't really kill them, you got to do the right rituals. And to do that you got to have information so you can dig around for information and try not to be too affected by their magic or attacks.
Snyders Return:It sounds exciting and intriguing. And I like the fact that it's not go over there, stop something move over here, shoot something else if it has that. Investigate, investigate. Investigate that's a good aspect to it. So sort of picking up the clues the hints them and and solving the mysteries, as you mentioned with the this sort of multiple layer of of conflict because life is never that straight. Forward is, in reality, having sort of things for the gamemaster to draw on. And sort of keep that spice, as you've mentioned, in the scenarios is such a great touch. So, in we've spoken about some of the mechanics and how the game sort of plays out that you haven't having authored the game yourself, do you have any advice for game masters as to how they should run and present this to their groups? Once they all sit around the table,
Nils Hintze:I think you shouldn't make a big fuss about it. I think he's just, you could just like run the scenario. And if you don't like it, you could just be that like a one shot scenario. I mean, there are several, written already and there are like, archetypes for the, for the character. So you can like, kind of easily pick one archetype for your player character, like the officer or the priests are the writer or the occultist and so forth and just build upon that you don't have to have a very rich worked through character to start playing. I think that it's a game that works well for gags as well. I mean, you could you could mix, like the more comical, lightweight way of playing with a heavy theme. So I think that works. Well, to do.
Snyders Return:Absolutely. One thing I do like, which is you find at the back of the core rules, and I'm sure freely publishing have them on the website, I'll ask you about that in a second. Is the character sheet is a single page? Yes, there is a sheet for the for the headquarters, but a single page character sheet sings to me. So I don't have to spend 20 minutes flipping through. And that's what really ties in with the simplicity Sounds Sounds like, I'm insulting, and I really not, because that's why I'm sort of engaged with this so much, I've sort of read it to myself,
Nils Hintze:I think that it's actually kind of a trademark for for the whole free league publishing line, not just this game, they work really hard to make things accessible and EC and I know like in the, in the design of the games, they work a lot with how they put like, text on the side, and how long text you should have in the box, text, and so forth. So it should be really easy to just pick up books and read and not just get a page full of like words and stuff. So I think I think there, there are some really brilliant layout. There are several brilliant Swedish layouts to make really good stuff, I think, both at the free lake and other companies.
Snyders Return:But if someone's interested in what we've mentioned about the game so far, this this Nordic horror, sort of mystery solving game, where would they be able to find it? Where where can they go and buy the game?
Nils Hintze:I think the best way is to just go to the free league website, either through I mean, Facebook, or just just just go to the website, I think.
Snyders Return:All right. Well, I will make sure there is a link in the description below this podcast, please go and check out the site. Not only do they have the person they have the ad RPG tell some flood Tales from the loop. Both of those titles you have worked on. mentioned Tales from the loop. How does towels on the floor? differ they are
Nils Hintze:it's like thanks for is actually kind of a sequel. We said it's both a new role playing game and Canada campaign book. So it's something in between but because say that things from the flood is a book that is like the 19th testament, lupus in the 80s and in lupus, about kids going on mysteries, everyday life is kind of boring, and you want to find things to do things from the flood is more of a horror game, and you're player, a teenager, with everything connected to that your body's changing, you're losing your temper, the world is falling apart, you can actually die You can die and things from the from the loops, you can die and things from from the flood, the world is actually falling apart. I mean, your parents are divorcing, and school doesn't work out, you're bullied, you have started to smoke. And I mean, the horrors are much more horrible. So I mean, it's it's set in the same world but in a different decade and with a different tone, I would say. But in many ways, they're kind of similar as well. I think things from the flood, it's a more it's a darker game, I would say.
Snyders Return:And you know that too, including version three of the products really are do you work on any any other releases within that sort of freely family? Have you done any other work for other projects,
Nils Hintze:and I'm working on something now but I'm not allowed to speak about better for the feeling. So yeah, I'm doing project for them. And I'm will hopefully keep writing for the free league.
Snyders Return:This sounds exciting. And so with the work you've done on touchmove Tales from the flood person, this this new project that I'm excited to hear about in the future, when you can speak about it. What do you do to to get into that sort of my sort of writing mindset that that sort of productive headspace? How do you go about your creative process?
Nils Hintze:As I mentioned before, I think I mean, there are so many ways to just write, to me, it's symmetrical things, it's like the important I need to be interested I need I need to be intrigued by something. It could either be like a theme, I keep talking about kind of sadness and stuff I hear myself saying, but actually, I've had kind of a lot of written a campaign that is very much about those issues about hopelessness and depression, and then trying to achieve something in a world where, where it's really hard to do that. At second, I kind of need an angle where I can start to get interesting. And whenever things from the flood and tears from a loop, I mean, I could use my own background, my own teams and my own childhood. And so that was kind of easy and fast. And I had to find this theme with a countryside and the cities and world changing, then I get interest in, I just start to like, make up material about that. And I'm often also intrigued by like titles. And I'm writing a campaign with a with a friend for the game of soccer. And one of the scenarios in that campaign is called giggling iceberg. I didn't know when we started to write what iceberg It was a wife was giggling, but I was kind of fascinated by the title, and got intrigued. And then it just started to kind of make up things around that and just build it. And I would say that with all things I do, they must also there must have like a depth and an interesting theme, but they must also be accessible. I really strive to make things simple. So I think those two things should should exist in every everything. Right?
Snyders Return:Absolutely. And so with this new project, the one we can't speak about and and sort of other things going on, may touch on in a moment. What do you do to? Because you've spoken about a lot of sadness? What is it you do to relax and unwind? How do you sort of recenter yourself in that respect? In my life, and your life? Absolutely, yeah,
Nils Hintze:I have two small kids, so I don't get much time to relax, but I've used meditation a lot in my life to kind of focus, I think that is, and I would actually say that the writing is a kind of go mad when I don't have anything to write because I need that I need to have something in the back of my head to think about when I make orange and change diapers and just stress to work and it can add spice to everything. So I would say the right thing in a way it's kind of a centering thing and relaxing thing. So
Snyders Return:you know, between family life and writing and sort of putting out these these fantastic games that you've helped sort of bring to life and and create authored other other other systems out there to JRPGs that that you saw and look at and think I'd like to play that one day or or I like a mechanic they've got their maybe or a little bit of lore or something. They're things out in the wider ttrpg space that you think I appreciate that piece of work.
Nils Hintze:Yeah, I would say I play a lot of rpga too much. I mean three groups right now and just try to handle the schedule of it all. And I've read a lot of new RPGs I tried to like every time I find something that I'm tired about before I buy it and read it and so I try to be updated about it. But I will say that I very much come from like the forge tradition, the indie wave with like, burning wheels and sorcerer and all those games. That is where I feel most at home and just kind of story games. I played a lot of Apocalypse world and a lot of burning wheel and but But I mean Call of Cthulhu is also kind of like home. We play Call of Cthulhu a lot. Not necessarily with just those rules sometimes we don't even have rules but being in the Call of Cthulhu world is just for my primary playgroup. That is that is where we achieve most fun. If I could say like that, yeah, nah, no, it's
Snyders Return:good. And sort of drawing on these inspirations and your own experiences and things like that. Is there anything outside of of your work with really that you are able to talk about? Any teasers? You may get us? Yeah.
Nils Hintze:I have a campaign written for the Swedish role playing game called by Helm gusts. So it's a campaign that's just, I really wanted to, I want to see how it becomes when it's finished. And I write when I'm, when I'm not writing, I'm working as a psychologist with with like, refugees and torture victims. And so this, this games is set in Lebanon during the Civil War. And it's kind of a mix between my different sites. It's just little from my work. It's a little from course role playing games. And it's it's also heavily themed campaign, I think, with a lot of content. That is important to me. And I'm really curious to see if it's come through good campaign or not, and how it ends up.
Snyders Return:We'll have to wait and see, why is it about the Colt RPG? I've not personally played that system. I've seen it. What is it about that game system that that sort of drawn your imagination?
Nils Hintze:That way? I would say that, I mean, the cult system is it's the most, it's definitely the most extreme horror game ever. And the most kind of gory game and those sites doesn't really talk to me, I don't need horror games to be that gory or that extreme. But I think they touch about many subjects about humanity and, and like, struggles of being human. And I think you can do a lot in that game with those things. I can't explain important that.
Snyders Return:I can understand when you're where you're coming from? And does your digital professional work? Sort of, you mentioned it there with the Colt release. But does it sort of good word? Does it flow into some of the other work? You do?
Nils Hintze:Sometimes? I think it does. I think I mean, when I wrote some a loop and things from the flood I've worked on like, shelter and psychiatric care. And I worked as a psychologist in school and preschool and of course, read a lot about like, child's development, and so forth. So outside. And I would also like to say that I, my interest in role playing games is very much synched with, in linked to my profession, when I play role playing games, I'm interested in characters and feelings and relationships, and kind of the things I do at work. So I would say like this, this mix well, so yeah, I think I think it influences a lot in what I'm interested in.
Snyders Return:Yeah, definitely. And so we've spoken about the things you have worked on the things you are working on, and the things that you are working on, in the near ish future, where, what is what you project, almost in the next sort of five to 10 years? Where are you hoping to? To be there? Is there any sort of project you have in the back of your mind that you would love to bring to life that that's maybe not at full fruition or ready to push into development
Nils Hintze:just yet? Yeah. I would just like, you know, to keep writing games and campaigns, I like writing bigger things and not smaller scenarios and like to take that space to, to have bigger projects to work for. Um, but it's, it's kind of a kind of a painful isn't isn't too hard or big word, but the process when something gets released, it's such a long process. I mean, I wrote this and I think, three or four years before it was published, it was kind of finished. And all of that time you always go, huh, is it gonna be published? Will it happen or not? Now I have several things that I buy, they're gonna publish it or not. And so it's kind of a stressful It's a stressful, stressful thing to always not really know what will happen with your texts. And personally, I would like to become a little more cooler in that aspect. care that much. In practical terms, I would just, I just want to keep writing and be able to, like write for free league or other companies and then just be able to do that would be great.
Snyders Return:Yeah, I can imagine. And so we've spoken about vasin. And the world of AI encompasses, we've mentioned, the other games you've worked on. It's one thing we haven't spoken about, sort of ttrpg related that you would like to bring up.
Nils Hintze:I could bring up and we have a Swedish podcasts. Yeah, plugin plugin. I don't know if I should, because it started very much like, you know, hobby project where we kind of, we need to make a podcast, we need to drink beer, and we need to play a role playing game. So we do it all at once. And it has kind of gone on for several years now. So it's kind of half serious projects. So that's how this podcast started. So I'm totally on board with that. So yeah, yeah, we did we do that and done that. For a lot of several years. We have talked about doing something in English, but I don't believe we will do, because it's just, it's so important that it's not work. It's like it's mostly fun. So yeah, I think it'll be big, too big effort to do in English. But besides that, I don't think there's any, any other
Snyders Return:things. What would you mind giving, like a final plug about yourself and free league? And I'll wrap up the interview. Yeah. What is the plug? So a self promotion? self promotion? Yeah.
Nils Hintze:Like, what? religous? Sir, yeah, yeah, please feel like it's a it's a Swedish, mostly Stockholm based company. That's where they were like a really small company wants to took over another company's work with a game and they have just grown really fast in Sweden, and then internationally, and I think they do several things. Right. And very much. So I think the accessibility of the games is one of their biggest, best things they do. But they also do like beautiful games. They're very good at making the content accessible and beautiful. And, and I think they have several very interesting lines of production. So they're great to work for. So that's good.
Snyders Return:Yeah, definitely, definitely, I, you can find a link to the frieling website and their content on Drive Thru RPG and the links in the description below. So please go and check them out. knows it's been an absolute pleasure. So again, to speak with you learning more about vessel and the vessel behind the game effectively. And I'd love to speak to him again in the future about future releases if you'd be willing to come back on. Yeah, very much. So we will definitely get that sorted out in the future. Thank you all for helping set this interview up. Much appreciated. And it's been an absolute pleasure, and I can't wait to speak to them again. Thanks. Thank you. Thanks for listening. If you'd like to learn more about the show, then go to WWW dot snows return.squarespace.com. Alternatively, you can find us over on Twitter. At Return Snyder, you have a link tree link in the description of this episode. And if you want to support us, come and join us over on Patreon. And we also have a Discord server. Please leave us a review because we'd love to learn how to improve the channel and provide better content out for for those who are listening until we until we speak again. Thank you