[Rogue Games] Announcing the Colonial Gothic Primer

rogue_richard

Explorer
April 9, 2007 (Chicago, Illinois)Rogue Games is pleased to announce the PDF release of the Colonial Gothic Primer.

Weighing in at 80-pages, this PDF is an introduction to the forthcoming historical supernatural roleplaying game-- Colonial Gothic.

Colonial Gothic Primer provides a streamlined version of the full rules, six sample Heroes, and an adventure designed for the Primer rules and sample Heroes. Set during the dawn of the American Revolution, Colonial Gothic is a historical supernatural roleplaying game.

The Colonial Gothic Primer, sells for $5, and is available for immediate purchase from Key 20 eMedia.

The full version of Colonial Gothic is scheduled to be released in August, 2007.

For more information on Colonial Gothic, visit the Rogue Games website www.rogue-games.net.

About Rogue Games

Based out of Chicago, Illinois and with an office in Toronto, Canada, Rogue Gamesis dedicated to creating games that make you think, laugh, and more importantly make you want to play. 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.
 
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rogue_richard

Explorer
Frukathka said:
Looking forward to it. My homebrew is heavily Gothic based, so I can use all the material I can find. :D


Awesome. We are at Rogue Games are really excited about this game, and all the other games we have in development. If you have any questions, let me know. I will be more than happy to answer them.

Thanks!

Richard
 


rogue_richard

Explorer
Frukathka said:
Will either of these two products be bound?

The primer is PDF only.

However, the Rulebook, out this August, will be bound. 6"x9" softcover, 240 pages. In fact all the Colonial Gothic books, as all the
Fourth Millennium books, will be in this format. The upcoming Thousand Suns will be released as a PDF, and depending on how the reception is, we will release it as a bound book.

Thanks!

Richard
 

Angel Tarragon

Dawn Dragon
rogue_richard said:
However, the Rulebook, out this August, will be bound. 6"x9" softcover, 240 pages. In fact all the Colonial Gothic books, as all the
Fourth Millennium books, will be in this format. The upcoming Thousand Suns will be released as a PDF, and depending on how the reception is, we will release it as a bound book.
That is good to hear. I love PDFs, but I love to be able to have a bound product even more. Will these three lines use the same underlying system?
 

rogue_richard

Explorer
Frukathka said:
That is good to hear. I love PDFs, but I love to be able to have a bound product even more. Will these three lines use the same underlying system?

James and I like bound and printed works too, however, the advantage PDFs have, is that it allows us to test the market for some of our ideas.

Thousand Suns, is designed using d20.

Colonial Gothic and Fourth Millennium use the similar 2d12 System, but tweaked to fit the particular settings. The 2d12 System we used for these two games allow for fast cinematic inspired play, is designed to not bog things down. It has been play tested extensively, and it also allows us to adapt it to different genres and settings.

Thanks,

Richard
 

Angel Tarragon

Dawn Dragon
rogue_richard said:
James and I like bound and printed works too, however, the advantage PDFs have, is that it allows us to test the market for some of our ideas.
Totally understandable. PDFs also save people of the headache of rewriting material for their personal use to. ;)


rogue_richard said:
Colonial Gothic and Fourth Millennium use the similar 2d12 System, but tweaked to fit the particular settings. The 2d12 System we used for these two games allow for fast cinematic inspired play, is designed to not bog things down. It has been play tested extensively, and it also allows us to adapt it to different genres and settings.
If both do well will there be plans far system book?
 

JamesM

First Post
rogue_richard said:
Thousand Suns, is designed using d20.

Thousand Suns is a complete OGL game, which means it's based on D20 but has some significant diversions from the baseline D20 assumptions. It's classless and point-buy for one, although it does have levels, feats, and skills. A preview of the game will be ready in a few weeks and we'll reveal some specific mechanical elements of the game then.

Colonial Gothic and Fourth Millennium use the similar 2d12 System, but tweaked to fit the particular settings. The 2d12 System we used for these two games allow for fast cinematic inspired play, is designed to not bog things down. It has been play tested extensively, and it also allows us to adapt it to different genres and settings.

Fourth Millennium is similar (rules-wise) to Colonial Gothic in the same way that, say True20 is to standard D20, which is to say, there is a strong family resemblance but each game has its own flavor and unique qualities as befits their subject matter and genre. If you know how to play one, it's easy to learn the other but certain things are handled slightly differently in each.
 

rogue_richard

Explorer
Frukathka said:
Totally understandable. PDFs also save people of the headache of rewriting material for their personal use to. ;)

LOL. It also is a format that some people really like. At 36, I am finding myself as Old School, because I like book. :D


Frukathka said:
If both do well will there be plans far system book?

That is something we have talked about, and we have not decided on, one way or the other. They system is pretty easy to learn, and my opinion is that once you learn it, you can play any of the games, with very little confusion. Still, if there is a demand for it, we might look into releasing a system only book.

Thanks,

Richard
 



jaerdaph

#UkraineStrong
I've been interested in this for awhile now so I just picked up a copy as soon as I saw your post here. Looking forward to diving in. :)
 

rogue_richard

Explorer
jaerdaph said:
I've been interested in this for awhile now so I just picked up a copy as soon as I saw your post here. Looking forward to diving in. :)


Awesome! Thank you for your interest. The Primer took longer than I wanted to get out, but it was worth it.

Richard
 

jaerdaph

#UkraineStrong
I'm really liking the 2d12 system. It's similar enough to d20 so it's easy to pick up (roll 2d12 add modifiers, compare to target number). The only difference is you want to roll target number or less, not more. However, your skill rank is the target number, so plus modifiers make a roll easier and negative ones make it harder (and modifiers only change target number, not dice roll). I especially love that combat rolls are skill based. It also feels much lighter than d20 or True20.

Any plans to use the 2d12 system for other games or genres? I know you developed it specifically for this setting, but I could see this system working well more generically in other types of games with a few name changes to things like the blessings and curses, for example.
 

rogue_richard

Explorer
jaerdaph said:
I'm really liking the 2d12 system. It's similar enough to d20 so it's easy to pick up (roll 2d12 add modifiers, compare to target number). The only difference is you want to roll target number or less, not more. However, your skill rank is the target number, so plus modifiers make a roll easier and negative ones make it harder (and modifiers only change target number, not dice roll). I especially love that combat rolls are skill based. It also feels much lighter than d20 or True20.

I am glad you like the rules. :)

One of the reasons I came up with the 2d12 System, is that I wanted rules that were lite enough, that I could run things without referring to a rulebook a lot. I like less complicated systems, because for me, I think the rules tend to get in the way sometime. When I was developing the system (and it is one that my own group has been using for years) it was to have something that could be tweaked as the need of the game came up.

I am also happy you like that combat is skilled based. For me, that always seemed to be a logical thing.

jaerdaph said:
Any plans to use the 2d12 system for other games or genres? I know you developed it specifically for this setting, but I could see this system working well more generically in other types of games with a few name changes to things like the blessings and curses, for example.

There are plans to use the 2d12 system for other games. You are also right, that with a few tweaks you could use it for a generic system. What myself and James see, is that the rules, with a little tweaks fit the game. His Fourth Millennium will use 2d12, but with some tweaks so it fits the setting. I have another game in development, that uses 2d12 but tweaks it for what the game deals with.

For us, 2d12 is our system of choice, and unless there is a reason not to use it (as is the case with Thousand Suns which is designed for d20), we will use it for all our games.

I am glad you like the system.

Thank you!

Richard
 

rogue_richard

Explorer
JamesM said:
Fourth Millennium is similar (rules-wise) to Colonial Gothic in the same way that, say True20 is to standard D20, which is to say, there is a strong family resemblance but each game has its own flavor and unique qualities as befits their subject matter and genre. If you know how to play one, it's easy to learn the other but certain things are handled slightly differently in each.

I could not have said it better myself. :)

Richard
 

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