RPG Spotlight - Vaesen
In addition to writing the Strange Times RPG, Gavin also writes for a local newsletter! Once a month, he showcases a non-dnd ttrpg. This month, it's Vaesen, a game where players are part of a secret society that protects society from the creatures of Nordic folklore.
"These spotlights are not reviews. I don't aim to criticize games here, but rather showcase what I liked about them, what design choices I feel worked, and what makes them special."
See the full spotlight under the read more!
For millennia, you have been an ally to the court of man. When they had nowhere to rest, you offered them the shelter of your forest. When they needed food, you provided rich and plentiful harvest. When they were dying from illness, you gave remedies and cures. But that was long ago. Offerings no longer appear under your nest. The effigies of your likeness, once worshipped, are now being taken down. Most don’t even possess the sight needed to see your greatness. The humans have moved on to their new gods of “science” and “technology.” Abominations of iron and smoke destroy the very forest you reside in—the forest you once shared out of the kindness of your heart. They have forgotten your generosity. Now they will learn your wrath.
This is the experience of the vaesen. Monsters and myths of folklore that once were a cornerstone in the culture of civilizations, now relegated to examples of the ill-informed traditions of the past. But what if they are more than just legends? What if fairies, trolls, and centaurs all exist? And what if we have angered them by no longer believing in them? These are the questions asked and answered by Vaesen, an investigative horror RPG about these titular creatures and those who protect society from their malicious presence.
Vaesen takes place in Sweden during the turn of the 20th century. This new era of technology has pushed the spirits of the forest to their breaking point, and they are beginning to lash out against the progressive society. Players will take on the role of members of a secret society sworn to protect the unsuspecting public from the invisible vaesen. Oh, I forgot to mention that; most people can’t even see the monsters trying to kill them. That is why every player character has “the sight:” an ability that lets them see and interact with vaesen. While this might seem like a small detail, this is what makes the game so unique. Anyone in Call of Cthulhu can see the Shaggoth at the end of the hall and know to run, but, in Vaesen, most people aren’t even aware of the elf standing with a knife in the corner. If there is a reason to play Vaesen, it is for this constant and suspenseful dramatic irony. I won’t be saying it enough throughout the review, so let me say it now; Vaesen makes fairytales scary again.
This is exactly what you want out of a game setting. A backdrop with an interesting premise, a reason for the players to engage with that premise, and a reason why it must be the players and no one else. There is no question why the players are engaging with the story and hunting vaesen; it is literally their job description. This is what allows players to dive into the cycle of play: players will be notified of a weird thing happening nearby, they will travel to that location to solve the mystery, and then they will head back home to recoup before the next adventure. This is a perfect “monster of the week” system (as in the genre, not the game Monster of the Week). Each session will bring with it a new mystery and a new puzzle to solve. So, what mechanics back up this play cycle?
Vaesen is created by the company Free League, and if you know anything about Free League, then you know that this game uses the Mutant Year Zero engine. This is the system used by, you guessed it, Mutant Year Zero. The basics of the MYZ system is that players have stats that communicate how many d6s they will roll for certain tasks. Let’s a say a character is trying to escape from a troll but runs into a locked door. The character tries to break the door to escape, so the player needs to roll Force which is connected to Physique. The characters Force Skill is 2 and their Physique Attribute is 3 so they will roll 5 dice, and as long as any dice rolls a 6, they succeed at their task.
And that is it! Players pool dice based on their stats and roll for 6s. There are a few things I really like about this. First, it is almost indecently satisfying to roll big handfuls of d6s (there is a reason every wizard takes fireball). There is just a feeling of power when you are rolling your best stat. Second, the dice communicate an immediate result. There aren’t any modifiers or math needed; either you rolled a 6 or you didn’t. I think this is really nice in all games, but I think it is particularly important for horror games such as Vaesen where you want dice rolling to be suspenseful and the payoff to be immediate. Finally, I love how easy it is to modify difficulty. Is a player doing something that is rather difficult? The GM just strips away a few of their precious d6s from their pool. Did the player prepare for this roll ahead of time? The GM gives them a couple extra dice as a reward. The game just flows.
However, this is not the end-all-be-all of MYZ. A major part of the system is how characters tend to get worse over the course of play. If a player decides that they want to reroll a skill check or if they fail at a particularly dangerous time, then the character receives a condition. Conditions are debuffs that subtract 1 die from associated checks. This means character evolve over the course of play. A character might start a session with an incredible gift of gab, but end it angry, frightened, and hopeless—conditions which make them just unpleasant to be around. This system is an incredibly elegant way to model the exhaustion the characters accumulate, but it also encourages players to equally participate in skill checks.
A big pet-peeve of mine at RPG tables is when I ask for a player to make a dice roll only for someone else to chime in with “Wait! Do you have the highest stat in that skill? Shouldn’t person X do that instead?” I understand why this happens. Winning is desirable, players associate succeeding checks with winning, thus players optimize rolls. However, this is undeniably meta-gaming. It detracts from the story as there is little incentive for players to step outside of whatever their highest numbers are. This is still present in Vaesen, but the game adds in a little nuance that makes the calculations more muddy. Since characters can get worse by failing checks and pushing rolls, who has the best investigation skill might change as the game goes on, encouraging others to participate when they normally wouldn’t.
I really enjoy this system, but just like when we had our Call of Cthulhu spotlight, I don’t actually think this is the most important part of the game. Investigation games usually treat the system as a side dish and let the intrigue of the story be the main course. While this is fantastic for GMs that want to run pre-written and vetted modules, this is extremely intimidating for those of us wanting to make our own content. A good GM can bluff their way through a bad story of Savage Worlds or Mork Borg, but fixing a bad mystery at the table is near impossible. GMs need to plan something engaging, logical, and solvable and I would argue that this is the biggest hurdle people face when trying out these investigative games—where do you even start with writing for them?
Thankfully, Vaesen has you covered. This book has one of the BEST guides for prepping a mystery I have ever seen in an RPG. From the moment the players learn about the weird thing happening in the woods to the confrontation with the monster behind it, Vaesen holds the reader’s hand and demonstrates that anyone can write a really good mystery just by following a few tried and true steps. One thing I especially appreciate is how it differentiates between vital clues, which should always be found without a dice roll, and peripheral clues, which need a dice roll but will only provide extra context and aren’t necessary. This is something even experienced writers sometimes get wrong, so it is great to see it spelt out here for those new to the genre. Even if you don’t plan on running Vaesen but do want to run a mystery game, it is worth checking out Vaesen’s prepping section.
Of course, “investigative” is only half of “investigative horror” and Vaesen has horror in spades. Some people forget that fairy tales were originally frightening stories used to keep children from misbehaving. “Don’t be messin’ with farmer Bjur’s horses, else the Nisse will come after ya’.” Vaesen takes the Disney-ified creatures of folklore and returns them to their rightful place as mischievous, murderous nightmares. It won’t take long for players to shudder at the thought of a swarm of fairies or, God forbid, a mermaid. The book has over 20 vaesen, each with a 2-page spread covering why they should be feared and, more importantly, why they can’t be fought. Players will need to find clever ways to get rid of these monsters; all weapons will do is provide false comfort to their wielders.
Now, if all Vaesen offered was its sleek and dynamic dice system with a terrific section on how to plan engaging sessions, I would consider it worth your time. However, Vaesen has one more trick up its sleeve. Remember way back in the beginning when I mentioned that player characters are members of a secret society? Well, that membership card comes with perks, one of which is a giant castle for the characters to live in. A castle players get to upgrade by roleplaying well and solving mysteries. Here are all the reasons why this is so much fun. First, players love upgrades. The problem with most games is that upgrades are private and thus players don’t get to share the experience. At best, levelling sessions consist of players shouting at each other to try and get the others to care about their character’s new “+2 to bird watching” as much as they do. But when levelling sessions contain communal upgrades, all of a sudden it becomes a discussion about what the group needs. What the group cares about. That is just so much more interesting for all parties involved.
The second reason this castle rocks is a little more abstract. I love it when characters get to argue and bicker and fight with one another. However, in most games, I can’t have that happen without pausing the game to figure out why they would still work together afterwards. Vaesen answers this question handily: they are roommates! No matter what happens on a mission, they still have to come back to the same place and eat dinner in the same room and you know it is going to be awkward. No matter how much the characters hate each other, the job needs to get done and it isn’t like they can find a replacement on short notice. These characters are stuck together no matter what, and that means there is a lot of freedom in how players define their relationships.
Finally, I love how the game encourages players to have scenes in their castle. Basically, after every horrifying mystery that ramps up the drama and tension in the game, there is a B-plot episode that resets everyone back to their starting places and acts as the game’s metanarrative. Every encounter with a vaesen is expected to be largely self-contained, so these “beach episodes” in the mansion are really the only throughline, and the game offers some great ideas as to what conflicts could be impacting the character’s home life. Here are some suggestions the book gives for who could knock on the front door at any time:
Bank clerk who comes to collect an old debt connected to the castle’s previous owner.
Criminal friend or relative in search of help.
A vaesen posing as a child.
These are all fantastic ideas that really help break up the game and prevent it from feeling like an endless cycle of individual mysteries. These home scenarios give the characters opportunities to show a different side of themselves. Sure, we know Johan is the best tracker in Sweden and can kill a bear with their hands, but what will they do when their mother insists she comes to visit? It is just such a fun system.
So that is Vaesen. Players will go out to solve mysteries and find ways of banishing vaesen before returning home to deal with their own lives and start the process over again. It has a system that sings, some of the best GM advice for running mysteries out there, and unique concepts that help make the game more than the sum of its parts. Normally, I try and tie these things together with a grand point about RPGs as a whole, but sometimes the game is just good. “Scary fairy tales” is an excellent premise and Vaesen executes it flawlessly. I can’t really say anything more than that. If you are looking for a good game for this year’s Halloween season, you will be in very safe hands with Vaesen. Just… make sure to count the fingers on those hands…














