Preorders for this should be ready no later than next week, maybe sooner.
Enjoy the look, and James will be posting about the revision some more.
Thousand Suns Revised Preview
So, what do you think? Looks good huh?
- The Grimoire: This book covers magic in the work of Colonial Gothic. You will find spells, arts, and other goodies. This should be ready by the end of July.
- Flames of Freedom Part 2: This should be ready by the end of August early September. This has gone longer then I thought because of the research. In addition Graeme and I want to make sure that the adventure is ready. There is a lot of things going on in this adventure, and if you thought Boston Besieged was “easy” you are in for a surprise with this part. It is tough and complex.
- Project X: This is something I have been working on for close to six months. If all goes well, this will go into playtest at the end of summer. This project will not see release until next year, but it is big.
- Revised Rulebook: In layout and final tweaks. This one is worth the wait. Honest.
Shadow, Sword & Spell
- Threats: Final revision and it will go into editing.
- Under Pashuvanam's Lush: In final edits, should be ready by August.
- Guild War: A new SS&S adventure, this has been going slower than I like, but it is worth it.
Working? On. What?
Shadow, Sword & Spell: Expert is in layout.
The reedit of Shadow, Sword & Spell: Basic is done, and it is now ready for order. In addition the PDFs have been updated.
Speaking of Shadow, Sword & Spell, three new adventures are in editing, and they will start rolling out over the next few weeks. Two of these adventures take place within The Merchant League (see Shadow, Sword & Spell: Basic) and the third one takes place in the kingdom of Beidha (see the soon to be released Shadow, Sword & Spell: Expert). One of these adventures are written by myself, while the other two are written by names which should be familiar (Brendan Davis and Gabriel Brouillard).
This is not all the things being worked on for Shadow, Sword & Spell. Threats is almost done, and I hope to kick it to editing by the end of the month. City is coming along, and I am hoping once I get the other things off my list the pace will pick up. In addition I am kicking around notes for a couple of other adventures, as well as Companion.
Shifting to Thousand Suns, the Revised Rulebook is in layout. James is working on a number of other items, which I will let him talk about.
As for Colonial Gothic, there is a lot going on. The second part of Flames of Freedom is almost done with editing. A new book is being worked on now, and this is one that will be a collection of magic and the like. This one is being worked on by me. In addition I am finishing up research for the third part (due out next year). I am also working on the Freemason PDF.
If that was not enough, I am reaching the end of the layout of all the eBooks. By month’s end, all current titles will available as not only ePub but for Kindle. These will be sold direct from the Rogue Games Online Store. In addition, we will be moving to the second phase of our bundling. That phase? The option phase.
For as long as we have been in existence, if you buy the book, you get the PDF for free. This then moved to buying the book anywhere, even conventions. Now, with the growth of eReaders, and the growing demand for eReader versions, the bundling is going to apply to them as well. Now when you buy a print version of games, you will have your choice of either the PDF, ePub or Kindle version. In addition, just like our PDF Guarantee, if you buy the book, you will get your choice of either file.
Ok, so there is the latest. More to come.
Developed by Richard Iorio II and James Maliszewski, 12° is the rule system which drives Colonial Gothic, Thousand Suns and Shadow, Sword & Spell.
"This is a system that James and I believe in," stated Richard Iorio, president of Rogue Games. "The fact that others have grown to enjoy this system makes us both happy. When we started Rogue Games, we never thought other publishers would want to use our rules."
The agreement grants Battlefield Press, Inc. the exclusive use of 12°, and is to be used in Warren Norwood’s Double Spiral War.
“I am excited about being able to release Double Spiral War in a system that is not only fun and interesting, but is flexible enough for the needs of the universe,” says Jonathan M. Thompson, president of Battlefield Press, Inc. “I have waited a long time for the Double Spiral War RPG and 12° is just the system for it. We are looking forward to a long and lucrative working relationship with Rogue Games.”
About Rogue Games, Inc.
Founded in 2007, Rogue Games is a partnership between two long time game designers who decided to take the jump into self publishing. Rogue Games is the publisher of the roleplaying games Colonial Gothic, Thousand Suns and Shadow, Sword & Spell, as well as the publisher of a few d20 based supplements.
About Battlefield Press, Inc.
Founded in 2000, they are known for the publishing of pseudo historical and alternate history RPGs based on licensed properties such as Eric Flints 1632 and Luftwaffe 1946. Also their lines include Gaslight Campaign Setting (a Victorian Earth Fantasy setting where the non human races come right of the literature of the period), the Savage Worlds Edition of Terran Trade Authority and the return of their flagship setting - Cityscape: City on the Nexus of the Omniverse. Added to this is the release of the Double Spiral War RPG using the versatile 12° system.
It is a time of wonder.
Humanity has reached the stars and created a society of glittering sophistication and diversity on hundreds of planets. Poets declaim, lovers rendezvous, and rakes duel with wits and monoblades. Colonists settle virgin worlds, merchant princes vie for emerging markets, and free traders hawk their exotic wares. The Navy rules the jumplines, putting down pirates and charting new star systems. Scientists uncover startling new truths on long-dead worlds and posit revolutionary theories dizzying in their implications. Technology advances at a rapid pace, each year improving the lot of all who accept its boons. None deny the bright destiny Man has seized for himself.
It is a time of upheaval.
The inhabited galaxy—the Thousand Suns—teeters on the brink of chaos. Half a millennium since the Concord, and a generation since the bloody Civil War, the dynamism that ended the Age of Warring States is sorely tested. Diplomats try new gambits, shifting their ground for an unknown future. On dozens of worlds across known space, the lights are going out again and the process of decivilization begins anew. Despots and tyrants who would rather lord it over benighted backwaters than bend their knee to even a distant authority, arise once more. At the edges of explored space, rivals—both human and alien—watch and wait.
It is a time of glory.
Victorious fleets smash enemy armadas in distant star systems. Soldiers parade through liberated planets to alien cheers. Sector governors draw up breathtaking visions of terraforming and orbital cities. New jumplines open to the heart of unex- plored space, daring the bold to venture into the unknown for profit and peril. Surveyors stumble upon lost colonies and puzzle out the mysteries of inscrutable clades. Captains with blazing eyes save worlds from barbarism—and rule them as gods. Daring thieves turn new technologies to unexpected ends or sell them to shadowy cartels on the fringes of known space.
Meanwhile, bold operatives seek out these criminal plans for reprisal. Everything is possible with enough beauty, brains, or blasters, and it’s all within reach of a single jump.
It is a time of adventure.
Newly revised and expanded, this edition of Thousand Suns builds upon what has come before and presents new options and guidelines for running a roleplaying campaign inspired by the classic works of Imperial science fiction.
- $24.99 Print
- $9.99 PDF
- $9.99 ePub
- $9.99 Kindle
SKU: RGG 1050
Coming May 2011
Over the next few weeks, the plan is to make ePub versions of all the books available for sale on the Rogue Games Online Store. In addition, you will be able to buy Kindle versions direct from us as well.
The big news, is that I am shooting for a February roll out of giving you the choice of what file you want bundled with your book purchase. Thus if you buy a book and would prefer to have the Kindle version, you will get that. I just need to redesign the Online Store a bit.
First off, let me say, I got sick at GenCon on Friday (8/6). I woke up not feeling well, and got progressively worse throughout the day. This pissed me off, because I had a lot of meetings as well as was going to run Shadow, Sword & Spell for Zachary Houghton and his friends and I couldn’t. As the con went on, I got worse. Being sick stinks, but being sick at a con sucks.
I mention this fact of being sick as a way to explain why this might not be as long, or a little less in depth as I like.
Ok, so another GenCon comes and goes, and like the past three, I find myself with the same sense of being overwhelmed and humbled. I know I say this a lot, but it is true. My hobby (as well as James’ hobby) is designing games for people to play for their hobby. We design games. We are passionate about the games that we design. We are passionate about games period. So when you go to a con such as GenCon, you are not ready for the press of people who not only want to buy the things you design, but are enthused by what you design.
As in year’s past, GenCon is the start of Rogue Games’ design year. Our entire schedule and operations revolve around kicking off the year at this show. Why? It is the one place where we can spread the news and show the world what we have in store. GenCon is thus the time to look back and look forward.
We released Flames of Freedom: Boston Besieged at the show. I came with 50 copies and we sold out on Sunday. If I was not sure about gamers wanting more published adventures, then I would be sure now. Everyone who bought was happy to see it, and many came back to the booth gushing their praise about it. All I kept thinking was: “If you think Boston is good, wait until you see Philadelphia.”
The rest of the books were in the booth, and sales were very strong. I nearly sold out of everything else, and what really made me smile was people who like the game for the history. Working on Colonial Gothic is fun but draining and that is due to the research. It felt nice for people to notice the effort put in. Another interesting fact is that one of the people who bought the game (every book) is an American Revolution Reenacter. She invited me to a reenact in October and they have promised (or threatened) to get me in period dress. This is something my wife is dying to see.
The big hit was the full color 11”x17” maps of Boston and the Colonies I had for sale. I did not think these would be as much as a hit as they were, and I sold out of Boston and almost all of the colony maps. I plan on doing a reprint of these and getting them up for sale on the website. I am also working on getting some done for retail stores for give aways.
As for the future books, here is the news that everyone found out at the show:
- Colonial Gothic: New France -- Next book and this is due out January 2011
- Colonial Gothic: French Indian War -- Due out in Spring 2011
- Flames of Freedom: Philadelphia -- Due out Summer 2011 (title not set in stone)
- There will be a pirate book but not until 2012.
- There are more PDFs coming, and Jennifer Brozek (Elizabethtown, Plymouth and Ross-Allen Letters) wants to write more of them.
- There is a plan in place to explore the period backward in time, as well as other areas of the world. My goal, and it is one Graeme shares with me, is to show how history can be the spring board.
I came to GenCon with 48 copies of Starships and I left with 5. Not only was this book selling, but everything was selling. The big topic of conversation was what the revision is going to be like. I will let James take this over:
When I first conceived of the idea, I mostly wanted to fix some typos, clean up some vague rules, and give the whole thing a new layout and art, because I wasn't happy with the way the original turned out esthetically. This revision was planned to be finished in time for May 2010.
As I worked on it, though, I realized that what the game really needed was to be rewritten. Not *changed* -- I still want a revision that's 95+% compatible with the original -- but more clearly and evocatively written. The original rulebook is longer and more verbose than it needs to be. It's also badly organized and includes more detail than is needed in some areas and not enough in others. So, I decided that rather than just tweak the rulebook I'd rebuild it from the bottom up and that's taking more time than I'd originally thought it would.
Again, let me reiterate that the revision will be 95+% compatible with the original. I'm not creating a new game but I am creating a new rulebook, one that I hope will be easier to understand and to use, as well as nicer looking overall. Fortunately, I've got a lot of ideas on how to do this and the art I've commissioned for the new book is awesome, as is the layout we have in mind. Take a look at the recently released Starships book to get a small taste of my new approach to the game.
The revision will likely come out in early 2011, but I can't set a specific date yet, because this is one of those "it's done when it's done" projects. The current rulebook does what it needs to do and the new book isn't going to change much (aside from the starship rules, which you now have access to through Starships), so there's no rush. On the other hand, I really do want to get a new rulebook out there, because I think Thousand Suns is a great game that's not yet reached its full potential due to poor layout and organization and writing that's not as good as it should be. So I expect we'll see it sooner rather than later.
Ok, so there you go. James is working on it now, and it is moving along really well. My hope is that it will be out next summer. Do not hold me to this, however.
Still, all is not lost. Greg Videll (Starships) and I talked about a Thousand Suns Campaign. We hit upon a good idea and work on this will soon start. In addition Jennifer Brozek and I talked about the game and she is keen on doing some writing as well and we are talking about some PDFs that will be setting specific. James is working on a number of PDFs as well. There is a lot going on behind the scenes.
Shadow, Sword & Spell
Basic is due out next month. Expert is being written now and will be out within 6 months. I am also working on the first supplement City which will deal with urban fantasy in a pulp vein. We will be ramping up support for this game once the game is out, and this includes PDFs. In fact the first adventure is being edited now, and should be out the same time the game is released.
Oh, and we sold out at the con.
(Way to bury the lead).
I came with 50 and left with 0. To say the reaction to this game was intense would be an understatement. I was not really prepared for the reaction the game got. For $12.99 you can have a complete fantasy game. I should have thought about this. I am really proud of this game and I cannot wait to work on it some more.
Coming December 2010 is the following:
Oh and original PDFs are coming soon as well.
Bits and Mortar
I mentioned this briefly yesterday, and I will have a lot more to say in the days to come, but let me say this. I am really proud of this. Bits and Mortar is something both James and I believe in, and I am passionate about making the PDF Guarantee that we do available to as many retailers as possible. I jokingly called our Friday meeting as the Meeting of the Seven Families (yes I know there are six, it was a joke), but it is very cool to be working with others who share the vision.
Other News and Thoughts
I saw a lot of cool things, bought a lot of cool things, and have a few thoughts that I am still mulling over. I will post them on my personal blog. I will say this, James and I have a lot of plans, and we are as committed to our plans as ever before. We are passionate about what we do, and we both feel very lucky that we can do this.
I ran a pick up game of Colonial Gothic and it was a blast. One of the player’s wife played, and she learned the game within 5 minutes. It was a deadly adventure, but it was fun. Next year I will do more, and I am working on having demos in the booth. Period. It will happen, and there will not be another GenCon without everyone having a chance to play in a demo.
It has been a long four years. We’ve made mistakes, we learned a lot, but in the end we have had nothing but fun. We cannot thank you enough for your support, and for reaction you bring to what we do. We truly are humbled by the reaction to our work. Thank you.
Thousand Suns: Starships. A nice sexy little book, all about, well, starships. Price? $12.99. In addition the author, Greg Videll, will be in the booth.
In addition to this new book, the rest of the line is there. Speaking of Thousand Suns, this is your chance to ask me about the revision in the works, as well as the slew of books being worked on as well.
So with Shadow, Sword & Spell: Basic I argued that a setting was needed, and it was needed for a reason. The reason? To show how the rules work, and what the game should be. This is what I learned with Colonial Gothic, gamers need guidance in what the game should be, and the best way to do this is give as many setting examples as possible. This is one reason I pulled the trigger on Colonial Gothic’s Flames of Freedom campaign, and this is why I argued that we needed some form of a setting in SS&S.
SS&S has the same problem James faces with Thousand Suns. That problem is that a setting of some type needs to be crafted. This, from a distance seems like not that big of a problem, but it is. You need to have a sense of what you want to create. You need to make sure it is not a derivative and is original. More importantly you need to create it. The pressure for this is great, because you are doing it in front of gamers. You do not have the luxury to tweak with it in the background and keep it to yourself. In addition, you have to get it right out of the gates. You do not have the luxury of hiding your design mistakes or you missing internal consistency.
In some ways with the Colonial Gothic process is easier. Why? Because I have history to work with it, and I can use the history to inspire the setting. When you have a historical period to deal with, the temptation is to play it loose and fall back on the belief that the game is not historical but is just a game. When you deal with history, you owe it to not only the gamer, but the history, to get it right. That is why I do m research, and spend more time on it, then the writing. I want to get it right.
So that is why I have the pile of research in the picture. That is just the research for the Philadelphia portion of Flames of Freedom. That is why I’ve been doing this research for close to a year, and have already begun the process for Part Three and Part Four.
- Dwimmermount PDFs: I am going to be doing the layout and art direction for these. I’m already sketching ideas out. These are James’ babies and I am doing what he tells me.
- Colonial Gothic PDFs: Not only am I researching one, but I am overseeing the creation of three news written by others. The one I am researching and planning on writing deals with Freemasons. I have no plan idea when this will be ready, but I am shooting for the end of the year. As for the other three, Graeme is writing on and this one will deal with another secret society. This will be a fall release. The other two are setting PDFs similar to Elizabethtown and Plymouth. Why no new adventurers? Two reasons:
- No one has sent in any proposals to write them.
- I’ve been busy writing the Flames of Freedom campaign.
- Flames of Freedom: I am working on a lot of things for this. The campaign is going to be in four parts (part one is due out September) and I am either researching or writing two of the next parts. Part 2 is going to be in Philadelphia. The adventure portion is done (I still need to revise it and tie up loose ends, but the guts are there. I am researching the sourcebook portion now and that will be written in the fall. Part three is in outline stage, and I know where the adventure is going to go. The third part will take place in New York. The fourth, and final part, is sketched out, but not solid yet. I know it will take place in the south, but I need to see where the adventure goes as I write it.
- Shadow, Sword & Spell: Expert: 50% written, but I need to rethink a few things. Expert is growing a little bit, as far as scope, but the book is still what it was planed to be -- end game. I have two writers working on a portion of the book (the mass combat system) and James is working on his portions. This is going to be a very nice addition, and in many ways it is easier to work on than Basic. Basic required a lot of research and reading (wait till you see the Bibliography), and Expert is not going to require as much.
- Shadow, Sword & Spell: City: This is one of the first supplements for the game, and it deals with urban pulp fantasy. The supplement is in outline stage, and I should have that done in a week or so. Once done, I will start writing it.
- Shadow, Sword & Spell: Campaign: James and I talked about this for awhile, and we decided to pull the trigger. There is going to be a campaign for SS&S and I have outlined it three times. I am almost happy with where it is, and once we agree, we’ll get to writing.
- Thousand Suns: This is James’ and whatever help he needs, he gets. I’ve helped already on the revision, and I plan on doing some more.
There you go. It seems like a lot, but I am currently unemployed from my day job, so I have more time to devote to projects. There might be other things I’ve forgotten, but the above is what is filling my time now. Well, what is filling my time now is GenCon prep, but you get the point.
- Dwimmermount: This will detail six levels of my campaign's megadungeon, but I'm presenting it in a style somewhat akin to Mike Carr's In Search of the Unknown. So, you'll get maps, background, wandering monster tables, room descriptions, new magic items, etc. along with advice/suggestions/commentary on how to place them within the overall complex. There will be a few "set piece" rooms, like the Moon Pool and the Cleric Tree, as well some keyed monster encounters, but, by and large, it'll be a "megadungeon starter kit" rather than something more ready to use "out of the box."
- Dwimmermount PDFs: Quite a few people have asked me to collect and expand upon some of the rules and setting information from my Dwimmermount campaign. I originally didn't think much of this idea, but I've warmed to it over time, particularly since it lets me keep the megadungeon product free of some (though obviously not all) of the setting specificity that might limit its appeal. So, I'm working on the first of several short PDF products that present my house rules and setting information for use with Labyrinth Lord. The first will treat dwarves and gnomes and I have ideas for others about elves, goblins, alternate classes, and the like.
- Labyrinth Lord, the Dwimmermount Edit: This is something I may make available just as a free text file and it might be sometime before it's fully done. Basically, it's a reorganized version of the LL rules that reflects all the little idiosyncrasies of the way I run my game, like the altered saving throw charts, the "target 20" hit system, the revised spell and monster lists, and so forth. It's not meant to be a full treatment of everything from my campaign rules-wise, but instead a look at how I've adapted the basic rules of LL to suit what happens at my table.
- Thousand Suns Revision: As some of you may already know, I wrote a SF RPG called Thousand Suns several years ago. While I am happy with what I created, I think the game needs to be better and more concisely presented. It's a simple, expansive game that's overwritten and desperately needs better organization. So, that's what I'm planning to do: give the game a solid spit and polish to make it as good as it should have been the first time out of the gate.
This is just a small sampling of his current work load. As for me, I’ll post my Hit List tomorrow.
A small note as well, we are always looking for submissions to this wiki.
As I mentioned earlier this week, you can pre-order the book now. It will be in stores this month. You can pick it up at GenCon in a few weeks.
(Chicago & Toronto) June 29, 2010: Thousand Suns: Starships is available for pre-order!
Beginning today, June 29, 2009, you can now pre-order Thousand Suns: Starships direct from the Rogue Games Online Store, and in doing so, you get a free copy of the PDF now. Be the first to design cutting edge ships to ply the space lines of the Thousand Suns.
Thousand Suns: Starships is a supplement that provides expanded options for starships — construction, operation, combat, and more. Fully compatible with the revised Thousand Suns Rulebook, Starships gives players and Game Masters alike the tools they need to build and utilize any starship they can imagine, from fast, maneuverable fighters to mammoth dreadnaughts. Designed to add depth without unnecessary complexity, Starships is an invaluable resource for any Thousand Suns campaign.
Price: $12.99 (print)/$6.99 (eBook/PDF)
Page Count: 170 page
RGG 1040 Size: 6"x9" b&w softcover