Boom! A Semi-Blind Playtest

Sat in on a semi-blind playtest last night. I say “semi” because it was only blind through character creation, which is as far as half the group had read, and the other half said “I’m confused, please explain this.” So the good news is, character creation is apparently solid and easily understood, and once a few pushes were given, gameplay produced exactly the kind of loose, cooperative tale-telling I’ve come to expect from Rogue. The bad news is, the interesting mechanical bits like Tempting Fate and the Initiation are still confounding even seasoned roleplayers at first. Alas.

Fortunately, I’ve got some ideas to fix that including:

  • Reorganizing the introduction (last night’s playtesters were VERY clear on wanting this — can’t say that I blame them)
  • Rewriting the Heist, Challenge and Conflict sections to cut out extemporaneous crap that isn’t actually necessary to the rules any more (Two major whoopsies here from my end — I just flat out forgot to delete two self-contradictory rules. Ah well. Better luck next time).
  • Providing a glossary of terms in the intro. Ouch. I do so hate glossaries, but Dan makes a strong case for why one should be there: “Yes,” he said, “people will skim it the first time, but when they hit the first sentence involving the words “bookie” and “Mark” they’re going to go straight back there and look them up.” Sigh. Point taken. Glossary added.
  • Someone (everyone?) pointed out that there was enough going on in this game that it needed some serious trimming down to “just what we need,” including a section with summarized equations and “cheat sheets.” I think “Rogue in Short” is heading this way, but the need for conflict modifiers and summaries of how to calculate Heat and Renitence is obvious now.

Beyond that what I really need are some volunteers to brave the last 3 chapters unaided and tell me in detail what is confusing. I suspect it’s a combination of poor editing, superfluous rules, and material that is (for a lot of my testers) genuinely new territory (e.g. “Wait, there isn’t just 1 GM? I can narrate whatever I want?”). But I need specifics: what isn’t working about those dense mechanical chapters, and what can I do to make it better? Anyone who has the guts to dive in, let me know!

Playtesters & Sample Sections

Some samples from the rulebook are available for you to view under the ‘Rogue’ homepage. Just click the book cover image to the left or navigate there via the Pages menu.

I’m also looking for blind playtesters again. If you’re interested, use the Contacts section to get in touch. Thanks!

Version 0.19 Finished

The latest version of Rogue is done and hot off the (virtual) presses! Email us if you’d like to check it out.

Rogue Version 0.19 In Progress

Ahhh, back to the drawing board (again). Another version of Rogue is on its way in the next week, complete with the following changes straight from the playtest groups:

  • Updated Bookie, Boss and Lug roles section. Each one now has special Unopposed Skill rolls they can make to use a special ability once per Heist. All of these require their rogue to succeed in a skill roll.
  • The Boss can order the Lug to save the group’s butt — this is the only time the Lug may act directly on a Challenge
  • The Bookie can cheat in the mob’s favor — this is the only time the Bookie can control the result of a Challenge
  • The Lug can change an established fact in another character’s background — this is the only time another player can control your rogue.
  • Revised Tempting to try a system similar that combines version 0.18 rules for Tempting and Heat with Ben’s v. 0.08 “houserule” version.
  • Added “Magic items” rules in some form (Magic items give you an extra ‘Trait’ to use, have Skills, etc).
  • Changed Heat to be based on your Skill level (ya’ll win; this does make more sense)
  • Lots of editing to bring all the combined versions up to date in one document.

I’m hoping to get another playtest in myself while I’m back in NY over the following couple of weeks, and there’s another group that might take up testing in the great state of WI. I’m hoping to get playtest groups coordinated through the forum, but we’ll see how that goes.

More soon, and until then; hold with me, you rogues!

IIG Forum Up and Running

It’s come to my attention that there are a couple rogue Rogue playtesting groups (see what I did there?) running around with drastically outdated versions of the rules and some really awesome feedback on the game.

I’d love to hear from them, but sadly, lacked a forum for discussion. Wait! That’s it; we need a forum!

So now there’s an IIG forum. It’s linked in the sidebar. I’d love to hear playtesting reports and see files of houserules uploaded and so on. For the most part, I’m hoping to use it as a way to learn how other people are using Rogue, and what kinds of problems they’re having that can be fixed in later versions.

Thanks and happy gaming!

Playtesting Version 2.0

Hello ye Rogues! Some news from the playtesting front:

1. We finished one Long Con and are starting another next weekend, using the new (and as yet untested) character creation rules. Should be a hot mess.

2. Another group MAY be trying Rogue out, initiated by the illustrious Ben (you know who you are). That’s pretty exciting news, and I hope they do two things: First, enjoy themselves and second, provide me with some vicious criticism of the game.

3. Finally, I’m working on another “short n’ sweet” RPG that’ll be entering alpha testing this April at the yearly Idle Intellectual Games “Con” (is Con the right word for your college buddies sitting around your house for 3 days drinking? I think so). The new game will focus around Wizardry and the price paid for power. Sound interesting? Drop me a line and I’ll hook you up with a copy (completed with public domain art! Sweet!).

Hold with me you Rogues!

Thinking Like a Rogue: Tying Up Loose Ends

Thinking Like a Rogue: Tying Up Loose Ends

There’s an ongoing temptation in Rogue for every Lug near the end of the Heist. You’ve built this Hook, the players have gone along with it, and it’s all going smoothly. You get to the Score, the players overcome your Complications and have a blast. Now you figure you’ll just wrap up your Heist’s ending with a nice little summary and leave the rogue’s to count their spoils.

Don’t.

It’s tempting to put everything in a neat little package and bundle it away after a Heist or series of Heists is over. But the Lug absolutely can’t do this. Not only does it neuter the ability of the Lug who comes after you to draw on anything you’ve done, it ruins the ability of other players to thread together a coherent story. As the Lug, your job is primarily to pose questions, to leave things hanging, and upset the apple cart. The players then have to create a resolution using their character’s skills.

Does this mean every Heist ends with the players characters running for their lives? Of course not. The point is, there are always consequences for a rogue’s actions. After a mob grabs a Score, who’s going to be pissed about it? Who’s brother did they rob? What faction was after the same thing?

When you’re the Lug, don’t do the work for the other players. Make a mess, throw Complications at them, drive the story toward conflict, and then stop. Trust the other players to make a story out of your mess. Trust them; they will.

Thinking Like a Rogue: Art

Thinking Like a Rogue: Art in RPGs

Art has a huge impact on the perception of a role-playing game by its audience. The genre and style of the art a game chooses necessarily changes its audience, and that’s good, but it also causes huge problems for systems built around a theme, instead of a setting, or genre, or certain characters.

Taking Rogue as our example (which other one would we be concerned with?), let’s consider it’s theme: “The World Owes You a Living, Go Out and Take It.” Fine. Good, as far as it goes. But how does that get illustrated? Most games seem to choose to build their illustrations around one of these:

1. Iconic characters

2. Setting

3. Genre

But how do you illustrate a theme? Do you choose iconic characters and run with them? If you do that, many players will (and should) think that the game is designed to play those characters. So maybe you build around a setting. But then the game creates the perception that it was built for that setting, and not around a particular idea. And genre has the same problem — it’s pretty hard to illustrate “fantasy” without at least vaguely sketching a setting and some characters who strike you as “fantastic.”

So your game is limited the instant you choose some art. With Rogue, we chose to go with 3 Iconic characters, each one from slightly different “genres” of the fantastic. We’d hoped to avoid pinning down what you could do with the game, but here’s the problem. Read 2 sentences back. See the word “fantastic?” Yeah. There’s no avoiding it. In order to give an artist direction, you need to give instructions in a way they can understand in a brief. In order to do THAT you have to use words like “Victorian England” or “Sword & Sorcery” or even “A red-haired woman dressed in a captain’s jacket and carrying a flintlock pistol while smoking a cigar.” As soon as art enters the picture, the game narrows even further than the rules already do.

The solution Rogue took was to pick a style and run with it, in this case, sword & sorcery. Can Rogue be played in Victorian England? Sure can. Can it also be set in a cyberpunk future? You bet. But the art pushes readers in a particular direction, and while that’s probably fine, its hard to avoid the conclusion that it suggests the rules were designed for a certain genre of game.

So we did what we liked the look of. We like fantasy, so we had some pretty fantastic characters illustrated and put them in different roguish settings. What’re your thoughts on this, you rogues?

Rogue Entering Beta

Hello fellow rogues!

The holidays are over and Rogue is officially entering closed Beta testing. If you’d like a copy of the current rules to test or read, please send us an email at idlegames@gmail.com.

As for how its going? I think we’re settling into a nice groove with narrative control via Skills. The illustrious Andy Hepworth is onboard to illustrate the entire book, and playtesters continue to not strangle me for tweaking the rules as we go. The game has achieved a nice balance, and I think we’ll be ready for at least an ashcan release sometime in late spring/ early summer of this year.

Until next time.

Nov 19 Playtest

Still there, rogues? Well then, here’s what we’ve learned today.

First, we learned that Philip can school us all in impromptu narration involving “rape apes.” ‘nough said.

Second, I think its pretty essentially that we boost up the Renitence for challenges so that they don’t go down after one Tempt. Its pretty cool when they do, but it should be a once or twice a Heist thing, not every challenge you Tempt against.

It’s also pretty nice when the Lug leaves some Loose Ends for the next Lug to pick up, or to remind him or her where the players were last time. I hereby make this a requirement, under “The Heist” chapter, called “Loose Ends.”

Oh yeah, and Lugs really, really, REALLY need to follow the rules for The Hook and involve a rogue’s nemesis, family, goals, past or at least throw an immediate vicious threat at them. Doing this for the last two sessions has really increased players involvement and interest in the outcome of the Heist. And being mean to the rogues is essential – burning their homes and shooting all their associates set them on a rampage of stealing, smashing, and ape herding which culminated in a wild flight (like birds fly) up a tower to interrupt a cabal of priests in the midst of transforming one of the rogue’s daughters into a slave of the One God. All of this, of course, made up on the fly by the Lug and players.

Still some uncertainty about “fairness” in the Bookie’s jobs, and still some question about why the Lug should push the other players overly hard, but its getting smoother, I think.

Hold with me, you thieves, you scamps, you princes of skullduggery!