Some Guy’s Cards

One of our friends has just opened a new store, Some Guy’s Cards, with plans to sell Magic the Gathering and Legend of the Five Rings singles via web to the Milwaukee area. I’ve already checked out the stock here, and it’s pretty sweet. Apparently the store doesn’t go live until January 2012, but everyone who asks for and signs up for beta access gets a ‘Charter Membership’ good for 10% off everything Some Guy’s Card sells.

Hereafter enters editing

Hereafter has gone on to the editing phase. Hooray!

Juha Makkonen signed for Herafter interior art

The prolific and all-too-kind Juha Makkonen is wrapping up a strong set of interior pieces of Hereafter. Check out Juha’s website here and see what else is in the works.

When we get some finals we’ll be posting them up here for you to take a peek at. Cheers!

Shop in Beta

Our little corner of the internet is in beta mode. The first 20 people to test it out get ashcan versions of our games for $1.99 as a thank you for helping us test the system! If everything goes according to plan, you should be able to download the files, and if not, we’ll get them directly to you.

Shop page in test mode

We’re working to set up a shop so folks can download our projects as they get finished – right now it’s just in test mode, so don’t try to order anything from it. Soon we’ll have some ashcan versions of our games available for $1.99 or some such; these versions will come with all available art and rules, but will still technically be “playtest” documents, so don’t set your expectations terribly high and you’ll be fine ;)

Moving servers …

We’re going to have sketchy service until we finish moving servers and doing a software update. Please bear with us as we prepare for a new and improved Idle Intellectual Games!

We’ve been away for a bit

The long dark absence here has been mostly caused by all of us having non-gaming jobs (gasp). We’re back to work on Hereafter!

Rogue goes in for editing

Rogue is in for a professional edit. What does that mean, exactly? Well, it means we’re tired enough of it to release it into the world shortly. What does THAT mean? It means there will soon be a PDF available for download, and shortly after that a hard copy version of it.

Hang in there you rogues!

Hereafter enters beta testing

Our second RPG-in-progress is ready for beta testing. It’s called “Hereafter,” and it’s an RPG about dying slowly at the end of the world. Your character’s start strong and with a focused goal. As the days pass, character get weaker and more exhausted until, at last, they either completed their goal or die trying.

The system is skill-based and rules-light. The whole system is about 30 pages long and designed to be ideally played over a few sessions between “harder” games. Interested? Shoot us an email and get in on the testing!

Playtest Report: The Initiation

I had the pleasure to sit (mostly) quietly in the corner for a playtest of my game, Rogue, the other day while two gamers ran through The Initiation. This was valuable since I was present for the “Actual Play” but took little or no hand in teaching or “running” the game myself. I’m still a bit new here as well, so if this is the wrong forum or worded unhelpfully, I apologize and please correct me. First a bit of background, then to actual play and my question …

System Background: The Initiation is the special format the first night of play takes. The goal is twofold: first, to familiarize all players with the roles and rules, and second to explain how all the rogues in the mob got together. Characters are made, and then they are brought together via Initiation. First one player, then each in turn, plays the part of the “Lug” (a specialized narrator role) for another player whose character is being Initiated. The Initiated player sets up a Situation their character is in, based on some background info, and then sets a Goal for their rogue within that situation. The Lug and the player to be Initiated narrate freely until the Lug sees fit to create a Challenge that blocks the Initiated rogue’s progress if it is not overcome.

The Play went something like this: Bill O’Reilly, an thief prone to wild hallucinations and visions who had been incarcerated by his nemesis the Dr. Selarzo, was seeking drugs to sell on the black market. Despite the “good doctor’s” particular interest in studying Bill’s madness, the old rogue decided to follow Selarzo to the chemist and steal the drugs he and his assistant were buying so he could sell them to Vincenzo. So, Bill sneaks up to the door to the chemist and leans against the wall in the shadows thrown by a gaslight, where he waits to filch the drugs from the doctor. He gets the drugs, and the Lug (played by Vincenzo’s player, Dan) didn’t Challenge him. Interesting. So Bill turns and starts to slink away into the shadows, when suddenly the doctor’s assistant, Jillian Trace, says “Hold doctor, I think I know him.” Dan calls for his Challenge, and the players begin rolling Heat to see who comes out on top. The assistant, the Lug determines, can’t really see Bill in the shadows and so the Mark (difficulty) is set at a low 5. Bill easily slips away in the shadows and sells his drugs to Vincenzo, a brilliant but drug-addicted art thief who …

[Here the Lug switched. Bill's player, Cameron, took over as Lug and Bill took a backseat, essentially becoming part of the "flavor" or "color" of each scene. Right away, Cameron exercised his Lug's right to force 1 action on another character and said "Okay, so Vincenzo is pretty desperate for these pills, and he pops 5 right away. That's way too many, and he starts tripping balls."]

So they were off. Vincenzo wanted to steal a blueprint for a bridge design kept deep in some monastery or another (I missed that color detail while getting a soda from the game shop’s owner). The Lug complicated the whole issue by throwing detail after detail at Vincenzo that changed what I thought the Challenge would be. First Vincenzo was too high to walk straight and the drugs made him hallucinate, but Dan just accepted it and no Challenge was forced. Then the two of them cooked up that there were hallucinatory undead in the tomb, and the Lug kept hinting that maybe some were real, but still not Challenge. Finally, Vincenzo burst out of the catacombs through a sewer pipe and into the middle of a private church service (don’t ask me why the sewer vents into the church — some details in rogue can strain the imagination) and I was SURE the priest would get involved directly, but instead summoned the monastery guards. They chased Vincenzo out of the building, and I thought “and now the whole thing devolves into swordfighting,” but no! Instead Vincenzo’s player Dan turned the tables again by saying “So Vincenzo turns to his right and tries to shoulder through the gate in the garden wall.” And at that point the Lug said, “That’s a much sturdier gate than Vincenzo thought in his drug-addled state. You’re going to have to roll to see if you can force it open and escape the guards.” So they rolled some dice and Vincenzo ended up escaping by nearly trampling an old woman on the other side of the garden door, leaping through some hedges and escaping with his blueprints into the city. There he met up with Bill and the stage for the first Heist was set.

Afterward, Dan told me he was trying to force Vincenzo into a position in the story that would allow him to use the Crash skill (a breaking and entering ability) and so he kept turning the Lug’s narrative aside until he got to a favorable position. Cameron said he’d considered Challenging sooner, but was enjoying the freeform back and forth they’d gotten into, so he just let it go on until the stakes felt “right.” This is exactly the kind of back and forth narrative construction I was hoping to foster with Rogue, so it was nice to see such delightful flights of fancy and oddness happening without me being involved directly in “instructing” the gamers.

Mechanically, conflict resolution was a bit skewed in favor of the Challenge winning, but that’s just a numbers game and can be easily corrected. They stumbled a bit on how to organize the Initiation at first, which makes me think that could use a rewrite for clarity (clarity, clarity, clarity, brevity, then more clarity!). Tempting Fate (a re-rolling mechanic) was a mess as well, and while they managed to cobble together something *close* to what was intended, it’s clear to me that recent changes suggested by another playtesting group’s reported “house rulings” are not helpful to either clarity or game play. Character creation went swimmingly though, and Dan walked Cam through it from top to bottom while I sat utterly silent. Neither one had played the game before, and Cam hadn’t even read past page 12, nor do I know either one particularly well, so I think they were kind of cold and their fumbling was educational for me as a designer.