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!