Rogue Mage Questions (08-07-10)
I was recently asked some questions in regard to Rogue Mage the game forthcoming from Bella Rosa Press (print) and Misfit Studios (pdf). I’m using my blog to answer a few of these. More questions are welcome.
First, for the uninitiated, let me provide a little info about Rogue Mage. Rogue Mage is a series of post-apocalyptic novels by Faith Hunter which deal with the Judeo-Christian Apocalypse. In order, they include: Bloodring, Seraphs, and Host. The game translation has been in the works for three years now. It uses d20 open gaming content from Mutants & Masterminds as its underlying gaming system, with attacks being based on skills, much like GURPS and Unisystem. Characters are built with character points, so players can build the type of character they want using the base races from the Rogue Mage universe: neomages, second unforeseen, seraph-touched, kylen, humans, and rogue daywalkers. If Game Masters want, they can even run more powerful campaigns with seraphim and watchers.
1. Is Rogue Mage vaporware?
No. Not in the least. It has just taken much longer than the writers and editor anticipated to translate the novels to a workable gaming system. Most of the book is written. We are still hammering out rules details at this point. An art director has been hired to start pulling together the art. My hope is that everything will come together by the end of the year or the beginning of 2011. I would then like to consider making a Savage Worlds version to play, as well.
2. What do Rogue Mage characters do?
This question is more easily answered by talking about some of the campaign types that are possible with the game. The authors certainly envision players creating characters that serve roles similar to the main fantasy archetypes of wizard, warrior, thief, and priest—mixed in whatever way the player desires. It is assumed that most campaigns will be about fighting the Darkness, but that does not have to be the case. Some “draft” information about campaign types from the book follows, and I’ll be answered other questions over the next few weeks.
Human Government-Based Campaigns
The remaining United States is the default setting for Rogue Mage campaigns. Player characters are assumed to be citizens of the orthodox-led government (if humans or second unforeseen), on contract from Enclaves (neomages and their champards), or citizens of the Realms of Light within the human communities (kylen and their keepers). As well as dealing with the Darkness, characters may have to struggle with the strict laws and intolerant attitude of the orthodox majority. The Rogue Mage novels are set in the rural village of Mineral City, Carolina, and provide an example of the setting. Urban areas like Atlanta more resemble conditions of the early 21st Century, including modern services such as police and fire departments, snow removal, and trash collection. The big cities are more liberal in attitude than small towns, but the orthodoxy still keeps a tight grip on life there.
Characters may be agents of the human governments themselves, either as part of the civilian agencies, like the Hands of the Law and the Administration of the ArchSeraph, or in the military. This works best with human characters, although it isn’t inconceivable for second unforeseen and kylen agents to work with the government. There are even rumors of at least one rogue daywalker serving a covert agency.
Tribal Campaigns
As an alternative to the default Rogue Mage campaign set in “civilized” America, player characters may be members of the country’s nomadic tribes. The harsh living conditions and less-regulated lifestyles of the tribes make finding adventuring opportunities easy.
Simply surviving the bleak environment of the Rogue Mage world is an adventure. The tribes face near-arctic environments, scant physical resources, persecution by human authorities, bandit raids, and the threat of attack from the forces of Darkness.
Pre-Apocalyptic ruins, and the resources and dangers they contain, abound. Players can be members of salvage teams who explore these lost cities for resources and information. Such undertakings are dangerous: More than one lost city has become the site of a bandit kingdom or hidden hellhole.
But in their favor, nomadic tribe campaigns allow for adventuring parties that might never come together in an urban setting. It’s easier to explain a group containing a mage and his champards, a renegade AAS agent, an EIH agitator disguised as a deadminer, and a rogue daywalker if the external threats to their survival outweigh the tensions within the group.
The most obvious adventure source for the tribe-based campaign is the Earth Invasion Heresy. PCs who’re members of the EIH will be tasked with a wide variety of missions, ranging from spying on seraph-friendly factions, theft of material or information, recruitment of agents in civilized areas, rescuing fellow EIH members or rogue supernaturals from human authorities, combat with forces of the Darkness, to research into the secrets of the seraphim. One thing is certain: Life with the EIH is never boring.
Enclave Campaigns
The multiracial environment of an Enclave makes a good setting for a campaign heavy in political intrigue. With only two exceptions, any PC race can be found in an Enclave. Although kylen are currently banned from entering the Enclaves, the introduction of mage-heat-quelling seraph stones may allow the seraphim to ease this restriction. Finding a way to include a PC daywalker in an Enclave campaign requires imagination on the part of both GM and player — but that would be true in most other settings as well. Player characters can be friends, members of the same great family, agents of the Enclave councils, or something more exotic.
Enclaves are radically different environments than the human-controlled lands. PCs from Enclaves will take good weather and plentiful resources for granted, and may be shocked by the harsher environment outside their gilded cages. They are accustomed to magic providing their basic needs and may be unfamiliar with technology.
Along with adventures in the urban setting of the Enclave, characters may be sent out of the Enclaves for a number of reasons. For instance, due to the restrictions on their movement in the human world, many neomages work through proxies for their commercial and personal interests. They may also be assigned by the Enclave to provide assistance to those who request help fighting the Darkness or they can be sent out as agents of one faction or another on clandestine missions, such as gathering information, assisting allies of the faction, or working against or even assassinating their enemies.
Realms Campaigns
If a Dark power attempted to launch an attack directly at the throne of the Most High or at the assembled seraphic might of a Realm of Light, he and his armies would face all the denizens of that Realm, and of the other Realms, and of the Most High himself. The presence of a few mortal PCs would be pointless in such a setting.
