Rogue Dispatches

May 16, 2008

What’s next?

Filed under: game design, thoughts — roguegamesblog @ 7:17 pm

Anyway, I’ve been thinking.

About a lot of things.

Personal stuff.

Work stuff.

Rogue Games stuff.

Game stuff.

Nothing serious, so no one go crazy with worry and start pestering me with phone calls and emails. I am fine.

I just do a lot of thinking. Ariana says half my problems is a I think too much. Maybe I do. Still, sometimes I need to think.

It is the game stuff I am thinking about.

:16 is nearing the homestretch and the prototype playtest will be ready. This game, for better and for worst, is then unleashed into the world, and I can finally learn if the idea is a good one.

Ninja is turning into a fun little game. More surprising it has turned into something I was not expecting. I went into Ninja with one design goal in mind, and that design goal was soon shot dead. Why? Because a better idea came to me. No one will notice the change I made, but I am happy with it.

Colonial Gothic has been on my mind a lot. A lot. It is funny how much I needed a break from it so that I could think about it.

I am also thinking about other game things. Thoughts about styles of play. Rules. The end of an era. Stuff like that.

One of the joys, and curses, with being in business with James, is that he likes to think and contemplate as well. Often, unknown to either of us, we are mulling over the same thoughts. It is this sharing of ideas, debate and discussion which really has made the founding, running and growing of Rogue Games a joy. Seriously. I love what I do. I am enthused. More importantly, there is not a day that goes by that I do not find myself thankful for the fact that I am doing what I always wanted to do. It is not often you can go into business with a friend. It is not often that it works out so well.

So what thought is filling my mind?

“What’s next?”

There is a change in the air. I can feel it. Hell. Everyone can feel it. This is a change larger than 4E. It is a change that bugs me, because I know it is coming, but I cannot yet, tell if it is what I think it is.

This change, also ties into other things. Mostly game related. Projects that we thought would happen with Rogue Games will not happen, but projects we did not think would happen will. This is cool, because it shows the flexibility we have with Rogue Games.

When forming Rogue Games, the main rule for me going in was that I had to have fun. This rule became one of the founding two rules for Rogue Games. This is not something I, or James, take lightly. For us this is a hobby. No, not the business, that is serious. What we do, designing of games, is a hobby. We create games for others to play. Our hobby is not only playing games, but designing games. In short our hobby, fuels the hobby of others.

That is important and bears repeating:

Our hobby fuels the hobby of others.

This is what drives me to keep this all fun. If a game is not fun to design, you can bet your ass the game will not be fun to play. I’ve killed three games in various stages of development because I was not having fun designing them. If I was not having fun, I know damn well no one would have playing them.

To bring this back to the main point (damn I ramble sometimes, and unlike Ginsberg I do not revise) the thinking filling my mind deals with a game. It is something that has just begun, and the small kernel has begun bursting from the soil of the mind.

I am excited. I am worried. I am cautious. I am skeptical.

Still more importantly I am happy.

This is the right decision. It is the right design. It is the right game.

Ok, cryptic, but as is usually the case, this mad frenzy of typing has made things clear for me.

May 9, 2008

:16 Card Types and Progress

Filed under: design notes, game design — roguegamesblog @ 7:52 pm

16 ticking downThough I have been quite about :16 that does not mean I have not been working on the game. Development is moving along very well, and if all goes well, a working playtest prototype will be available for download in a week or so.

Why not sooner?

Because I still have some final thinking to do when it comes to card layout and the like. I have a very rough rulesheet done, but it is not ready for public viewing. Still, the rules are done, and I know how the game plays. I know what the end game is. More importantly I know how you win the game (i.e. how a player wins at :16).

It is the cards that are taking some time. Well, not the cards, but the layout of the cards.

Card layout is extremely important for a card game, regardless if it is a CCG or a single deck game. Good card layout should be seamless. Everything you need to know about how a card works, should be on the card. The layout should be clear, and it should not require a great deal of effort to decipher what a card does.

As much as I love GLOOM (and I freaking love this game) the game suffers due to the card layout. Granted the trick to the game is great, but the clear cards tend to wear out and scuff the printing. If you have multiple cards stacked, this tends to make quick scanning of the needed information difficult.

A good example of a game that has some truly great card design is BONE WARS by Zygote Games. Though the game can be a little complicated when it comes to assembling the various dinosaur skeletons, the card design and layout is brilliant. Each card makes the game easy to play and all you need to know is there on the cards.

Card design is important and this is where my hold up has been. :16 is not a complicated card game. However, I want to make sure that the cards are clear and tell you everything you need to know.

Now, I hear your question: “Richard, are you designing the actual cards?”

No. Not literally.

The goal behind :16 is to design a card game that we can publish. Why else would I be working on this, and planning to do a open public beta playtest of the game, if I was not hoping to publish this?

As I did with my other card games, I need to create a working prototype. In order to do this, I have to think about the card design.

So, what are the cards?

In a previous post I talked about the four card types (Life Cards, Event Cards, Rumor Cards and Paparzzi Cards). As of tonight all 110 cards that make up :16 are written.

I know what they are. I know their effects. More importantly they are balanced.

Here is the breakdown:

  • Celebrity Cards (4 Cards Total)
  • Life Path Cards (36 Cards Total)
  • Event Cards (26 Total)
  • Paparazzi Cards (16 Total)
  • Rumor Cards (28 Total)
  • So there you go, the latest.

    As for Ninja work is humming. Rough draft is being written. This game is coming together. However, that is for another post.

    April 29, 2008

    The August Releases

    Filed under: Uncategorized — roguegamesblog @ 4:06 pm

    Two books coming out this August. One for Thousand Suns and the other is for Colonial Gothic. Both books will be at GenCon. Here is the information you need to know.

    Colonial Gothic: Poor Wizard’s Grimoire

    Poor Wizard's GrimoireThe World is steeped in Magic.

    It is everywhere and courses through all things.

    Some claim that Magic is fueled by Ether. Others claim it is a Divine gift granted to those chosen by Providence. Still others claim that Magic is not a gift, but a curse. And some claim that Magic is a tool of the Devil, created to further his Infernal ends on earth.

    None of these claims comes close to the Whole Truth.

    Magic is a Force of Nature, whose Secrets all may uncover with Time and Wisdom. Yet Magic is also a Danger to those unwilling to treat it with the Respect such a Force deserves.

    Despite the Danger, some still dare to take up the Study of Magic and to use its Power. Even in this Modern Age, new Discoveries are made about the Workings of Magic. New Insights reveal Power many deemed impossible. Those Discoveries can be found here — Rituals, Witchcraft, Talismans, and Relics.

    Are you willing to face the Danger and uncover the Secrets of Magic?

    Gothic: Poor Wizard’s Grimoire
    RGG 1720, $9.99
    64 pages, b&w, 6″ x 9″

    Thousand Suns: Pilot’s Guide to the Core Worlds

     These are worlds of wonder.

    Pilot's Guide to the Core WorldsAt the heart of the inhabited galaxy lie Humanity’s most populous and sophisticated planets. The dizzying spires of their cities are matched only by the complexity of their cultures, exemplifying all that is best among the Thousand Suns. The Core Worlds glitter like jewels in the crown of interstellar civilization.

    These are worlds of upheaval.

    Sophistication breeds decadence and power inevitably gives way to corruption. The Core Worlds are no different. With each year, these planets grow ever more self-interested and debauched. The vitality and drive that gave them command of the stars is long since gone, leaving behind only a hollow shell, ripe for exploitation by demagogues and revolutionaries alike.

    These are worlds of glory.

    The Core Worlds have no equals in art, commerce, technology — or power. Idealists and cynics alike are drawn here from the farthest reaches of the galaxy, for this is where the future of the Thousand Suns is written. Whether that future is a bright or a dark one has not been decided and the actions of a daring few may yet tip the balance one way or another.

    These are worlds of adventure.

    The Pilot’s Guide to the Core Worlds
    RGG 1010, $9.99
    64 pages, b&w, 6″ x 9″

    April 28, 2008

    Colonial Gothic: Secrets — Pre Order Now

    Filed under: Colonial Gothic — roguegamesblog @ 11:29 am

    Rogue Games is pleased to announce that the first supplement for , Colonial Gothic is now available for pre-orders through Indy Press Revolution.

    Those ordering the book, receive a copy of the book as a PDF free of charge. To order your copy, and get the PDF, you can click here.

    Colonial Gothic: Secrets is due to hit stores in May.

    If you are wondering what secrets lurk in the shadows, or, you cannot wait to start using the new information, then head over to IPR and get your copy today!

    April 26, 2008

    Card types for :16

    Filed under: game design — roguegamesblog @ 2:20 pm

    I have not forgotten. I’ve been busy.

    Busy with the day job.

    Busy with life.

    Busy with so much stuff that sometimes I wish I had more hours in the day sometimes.

    Still, I have been busy working on not only Ninja (part of the 12° Cookbook which was announced last week) as well as :16. Both games are shaping up and I could not be happier.

    Right now I want to talk about :16. Tomorrow I will post some thoughts on Ninja.

    I’ve talked a lot about the motivation and design goals working in the guts of :16. A lot of my work this past week has been defining the card types used in the game, and coming up with how they not only work, but interact with each other.

    There are four card types in :16. These card types are:

    • Life Cards (still up in the air with the name): These cards work in conjunction with Life Path Card. These cards give you Fame, take Fame, or add an ability that comes into play. Life Cards are played when you have them, and only one card stays in play at a time. Any new one goes on top of one currently in play. Life Cards are good and bad. Some give you a nice little perk, while others bit you in the butt. They represent the arc most have in life — the good and the bad.
    • Event Cards: There cards give you Fame, and they represent the good things that happen in life. Most Even Cards are instant, some stay in play.
    • Rumor Card: These cards are playable against other players. On your Turn you can play one Rumor Card or one Event Card. Rumor Cards allow you to “attack” your opponent and harm their efforts to acquire Fame.
    • Paparazzi Cards: Unlike Rumor Cards, Paparazzi Cards effect you, not other players. You must play a Paparazzi Cards as soon as you draw one.

    Those are the card types as you can see, they, as of now, are designed to mirror the the glamorized media created life of a celebrity. Thoughts on these?

    As to what’s next, I am going to come up with the rough cards. It is my hope to have a working prototype ready by the end of May. With this, it is time for anyone interested, to play. I plan on demoing this at <b>GenCon</b> this year, and will have a copy on the giveaway CD we will have at the booth.

    I still wonder if I am missing something? Maybe I will type up all the cards, and post them this week.

    April 24, 2008

    Announcing the 12° Cookbook

    Filed under: game design, news — roguegamesblog @ 6:46 am

    Coming November 2008 the 12° Cookbook.

    So what is the 12° Cookbook?

    Glad you asked.

    Using the rule system driving Rogue GamesThousand Suns and Colonial Gothic, the 12° Cookbook is a complete gaming product offering different ideas and settings. It is a chance for both James and I to test new ideas and new settings. Though stripped down to their bare essence, the games found in the 12° Cookbook are complete and ready for play.

    So what is in the first book?

    Ninjas and far future espionage have in common.

    The inaugural edition of the 12° Cookbook will contain two games, one should be familiar to most, and another that is something that’s been in the works for a couple of years. These games are:

    That’s right, James’ Fourth Millennium: Future Imperfect will see the light of day and this makes a nice bookend for the year that saw the release of Thousand Suns. James, I am sure, will be talking a lot about Fourth Millennium: Future Imperfect, so I would point you to his blog. As for Ninja, I will be talking about this game a lot.

    Why?

    Because I freaking love it.

    In Ninja, players assume the roles of ninjas. Pulling inspiration from history, anime, magna and mythology, Ninja is high octane action centering on martial arts, amazing feats, and humor. Focusing on not only Clan unity, but Family rivalry, Ninja has player’s working to not only preserve their Clan, but further their family goals. Many are the dangers that the Clan faces, and sometimes this danger comes from within.

    So there you go. I am excited about this product, and the reason is not just because of the cool games, but because this is a chance for James and I to cut loose and try out new game ideas. We plan to make this a yearly product and already have something on tap for the 2009 version of the book.

    Another reason I love this product is that one of our goals James and I have is to let other game designers design for this product. Using the 12° rules, we want to see what others can come up with.

    In all, this is the playground and we want to share it.

    April 23, 2008

    So how did you start your day?

    Filed under: Colonial Gothic, news — roguegamesblog @ 5:52 am

    Wake up this morning, drive into work, check my email.

    Find out Colonial Gothic is a 2007 ORIGINS AWARD SEMIFINALIST.

    No joke, check out here.

    Nice way to start the day.

    April 22, 2008

    ROGUE GAMES TEAMS UP WITH REALITY DEVIANT PUBLICATIONS TO CONVERT COLONIAL GOTHIC TO THE TRUE20 GAME

    Filed under: Colonial Gothic, news — roguegamesblog @ 6:31 am

    (Chicago, IL) – April 22, 2008 – Rogue Games is pleased to announce they have entered into a licensing agreement with Reality Deviant Publications to convert Colonial Gothic to the True20 game system!

    “I’ve always wanted to write speculative fiction and RPG supplements dealing with this exciting period in American History,” said David Jarvis, president of Reality Deviant Publications. “The War for Independence provides so many great opportunities for adventure. Throw in elements of the supernatural, and you add another exciting element to this tumultuous period. Rogue Games have done this fantastically with Colonial Gothic. I can’t wait to combine this dark setting with the outstanding True20 system.”

    Combining the real world history of the American Colonial Period, and adding in supernatural horror, Colonial Gothic is the world only a few know that exists. Magic is real; Agents of the Occult and Supernatural stalk the night. To make things even worse, the events of the revolution has engulfed the colonies making life even more unpredictable.

    Colonial Gothic is a game that I have been playing and designing in one form or another for close to twenty years,” said Richard Iorio II, president and co-owner of Rogue Games. “I am pleased beyond words that people have enjoyed this take on the period, as well as enjoyed learning the secret history of the New World. I am excited that more people, who might not have known of the game, will have an opportunity to play it.”

    This agreement is only for conversion rights. Rogue Games has numerous plans for Colonial Gothic and has a full slate of product schedule to be released this year (Colonial Gothic: Secrets due out May 2008). In addition Colonial Gothic is supported by the New World Almanack (http://www.rogue-games.net/neworld.html) an ever growing free online source of background and game information designed specifically for the game.

    About Reality Deviant Publications

    Reality Deviant Publications is a small press publishing company whose focus is on producing a variety of RPG games and supplements for various game systems including True20 and the Ogl/D20 system.

    For more information visit http://realitydeviants.wordpress.com/.

    About Rogue Games

    Based out of Chicago, Illinois and with an office in Toronto, Canada, Rogue Games is dedicated to creating games that make you think, laugh, and more importantly make you want to play. For as long as they can remember The Rogues (Richard Iorio II and James Maliszewski) have enjoyed not only playing, but designing games. The Rogues live by one simple motto: Games so good they sneak up on you.™

    Contact the Rogues at info@rogue-games.net for more information, or visit www.rogue-games.net.

    April 16, 2008

    Mutterings

    Filed under: Colonial Gothic, game design, thoughts — roguegamesblog @ 11:57 am

    Book 3 is done.

    Last night I emailed off the files to the editor for this book. With Colonial Gothic: Secrets hitting shelves next month, and Book 3 hitting shelves in August, I am done working on Colonial Gothic for a few months.

    I am not DONE with Colonial Gothic. I am as excited with this game today, as I was last year. I am just a little tired. In one form or another, Colonial Gothic has been with me since 2003 (James and I were going to work on this game with another publisher going as far back as then. One day I will divulge what the game was once going to be.) In that time it saw three different publishers, three different game systems, and three different sets of complications. Through it all, I stuck it out, and finally was able to get Colonial Gothic out last year.

    This game, more than anything I have ever worked on, grew more than I thought. I have reams of notes, ideas, snippets of rules and backgrounds. In some ways this hurt the game, because it never seemed focused. However, with the upcoming release of Colonial Gothic: Secrets, focus is here. Those who have seen the book, like it. Some, actually love it. For me, I worry, but that is because I always feel I can do better. I always see the weakness and not the strengths in my design.

    Book 3. You know, I should stop calling it Book 3, the damn thing has a name:

    Colonial Gothic: Poor Wizard’s Grimoire

    Poor Wizard’s is a small, tight little book dealing with not only magic, but Talismans, Witchcraft, Relics and the like. It is a book that has been tumbling around inside my mind for close to two years, and was one of the most enjoyable writing experiences I have had. The focus on the book is tight, and I really went to town on the historical layering I did. The new Rituals are all Rituals that have appeared in my games and other people’s games for close to three years, and a few predate the early work James and I did in 2003.

    Last night, felt like the closing of a book. I cleared out everything that was on the plate for Colonial Gothic and it felt good. Poor Wizard’s is all new, and though the existence of some of the material might be older, and the tone and feel is in line with my vision. I love this game, and setting. The areas I want to explore are many. Now, I can, and I have to decide what is next.

    I have two books pressing to get out. Both explore facets of Colonial Gothic that are different. Both are two topics very important to me. Both would be extremely enjoyable to write. Both are going to take a lot of time to write. Still, I need a small break, so I am not going to think about these, and start any work on them, until August. I need some distance, and I need to get some other things finished as well. There are two projects coming up that are going to need my attention.

    New projects?

    Yes, and they do not include :16 (which I am still working on, but had to stop so I could get Poor Wizard’s done). Both are games, and one will be out at year’s end. The other? Well, more on that to come. More on the year end project as well, but will be announced next week.

    However there is a small Colonial Gothic adventure I need to get done. As well as a lot of other small bits I plan to post as well.

    April 10, 2008

    Rogue Games releases The Chabulu Conspiracy!

    Filed under: Thousand Suns, news — roguegamesblog @ 1:45 pm

    Rogue Games is pleased to announce the release of The Chabuli Conspiracy.

    Designed for use for Rogue Games’ Thousand Suns, The Chabuli Conspiracy is the perfect introduction to the world of the Thousand Suns.

    Following the trend established in Thousand Suns game, The Chabuli Conspiracy is non-liner and allows the Game Master the flexibility to tailor the adventure to suit the nature of their campaign setting.

    To download a copy of the adventure CLICK HERE!

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