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18 July 2009

Today’s Tabbloid
PERSONAL NEWS FOR riorio2@rogue-games.net

ROGUE FEED and/or improvised weapons) isn’t all that great, but it feels different and
in ways that contribute greatly to player enjoyment of the game, at least
Who’s Afraid of Percentile Dice? at my table. The same goes for a myriad of little rules, sub-systems, and
JUL 18, 2009 12:01A.M. practices, changing any one of which, if I were to present it outside the
context of play, might seem insignificant but that, in play, had an impact.
A good example of this is the saving throw mechanic, something that I
think feels better in its original form than in any of its revised versions.

That’s the biggest insight that my months-long Dwimmermount


campaign has given me thus far: what rules “work” and which ones don’t
often have very little to do with how “simple” or “efficient” or “intuitive”
they are and everything to do with what they inspire and encourage in
the players who use them. My Dwimmermount campaign’s rules have
evolved over the course of the fourteen sessions we’ve got under our
belts. It’s no longer a “pure” version of any rules set, but its “impurities”
are the result of actual play, not out-of-game theorizing about what rules
are “clearly better,” to borrow a phrase. Many of the supposed flaws in
OD&D — or indeed most old school games — are only flaws if you’re
looking at them in an overly intellectualized fashion divorced from actual
I rather expected my recent post on morale to raise some eyebrows and regular play.
because it’s percentile-based rather than based on, say, 1D20 or 2D6. I
have in the past expressed some unhappiness with percentiles in OD&D That’s why many things I’d originally thought just didn’t “work” or were
and many of my most recent house rules and other designs have “impurities” have slowly crept back into my campaign and other things I
purposefully avoided using them. I did this in an attempt to keep things saw as improvements are being jettisoned. I think I now have a better
“simple,” on the assumption that using not just two dice but two new- sense of how and why many things changed in OD&D from the initial
fangled dice would somehow ruin my experiment in playing OD&D as release in 1974 until the publication of its last supplement two years
the Ancients played it. I’ve discovered, though, that, much as I later. I’m seeing many of the same changes in my own game and, rather
discovered through my use of only D6 and D20 — another part of my than resist them, I’m embracing them. That’s another thing I’ve learned:
experiment — I miss the use of all the polyhedrals. sometimes the game takes on a life of its own — and that’s a good thing.
Indeed, that’s what we all ought to be striving for.
Again, I expect this may raise some eyebrows, but it shouldn’t. The
Dwimmermount campaign has from the start been partly an exercise in And when that happens, when a campaign takes off to such an extent
“ludographic archeology,” which is to say, an attempt to understand that it pulls you along with it, that’s no time to be thinking in the abstract
early gaming by sticking as closely to its conventions as I could, right about whether something works or not. That’s when you just pick up the
down to the types of dice I used. It’s been absolutely wonderful in that dice — even percentile ones — and roll.
regard, helping me to understand quite a number of things that I would
not have if I’d just approached OD&D purely on a theoretical level. That’s
why I’ve always advocated that more people actually sit down and play
these games we’re all talking about. It’s only through play that certain
things truly become clear and clear in ways that are utterly impossible to
predict.

A case in point is dice. Rolling dice is fun and rolling lots of different
kinds of dice is even more fun. In the case of weapon damage, for
example, I discovered that weapon choice seems more meaningful when
different dice types are attached to different weapons. This is a small
thing and, mechanically, it is. The difference between rolling 1D4 for a
dart and rolling 2D6 take the lowest (as I had been doing for small

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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 18 July 2009

ROGUE FEED is, but it is also about much more.

A blast from the past Little Fears is a game dealing with the monster in the closet, the giant
JUL 17, 2009 11:01A.M. spider under the cellar stairs, and all the other fears children have when
they are between the ages of 6 and 12. Little Fears has the players take
Those who know me, know that there are very few games that I truly on the role of children and confront the monsters that lurk in the world.
love. I love playing games and gaming, but very few games hold my These monsters are very powerful and the players are hard pressed to
attention for very long. I can count on one hand the number of games defeat them. The only way to defeat them is by confronting their fears,
that have stayed with me through the years. One game in particular and from that experience gaining the strength to defeat the monster.
holds a special place for me, Little Fears. The reason for this is that the
game really surprised me in how it dealt with a very difficult topic. In Character creation is done by answering a series of questions. These
addition, it is the game’s creator who through the years has become a questions help define who the character is. More importantly they help
friend. So this week I decided to reread the game (I have lost count how you to figure out what you are afraid of. Once the questions are answered
many times I have done this, as well as play the game), and surprisingly you move on to determine the potential of your child. There are five stats
the review of the game I wrote years ago still stands. So instead of in Little Fears: Smarts, Muscles, Hands, Feet, and Spirit. Each character
rewriting it, I am going to run this review again. The review originally has three Virtues which represent the aspects of the character. Soul
appeared in A&E. shows how immortal the soul of the character is. Innocence reflects how
pure and innocent the character is. The younger the character is, the
more Innocence they have. Fear represents how much the forces of
Closetland (more on this later) have gotten to the character. Each
character gets 6 Playground Points which are used to raise Stats. All
Stats begin at 2, and a player can raise or lower a Stat from 1 to 5.
Playground Points can also be used to buy Qualities, which define the
character even more. There are positive Qualities and negative Qualities,
and they represent the things you like or dislike about your character.

When attempting anything in the game you need to roll either a Test or a
Quiz. A Quiz is used when you are doing something unopposed, like
riding a bike down a steep hill, or looking for something in a dresser
drawer. A Test is used when your character is opposing someone, such as
running away from a stranger. For a Quiz to be successful you need to
roll under your Stat. For a Test to be successful, you need to roll over
your opponent’s Stat. When your character sees something scary they
need to make a Fear check. Fear checks are an important part of Little
Fears, they are Spirit Quizzes, and if you fail it, you might stand and
gibber, or wet yourself.

The three Virtues of Soul, Innocence, and Fear are each scaled between 1
to 10. They are important to the game, and have the most important
effects on the Character. As your Soul creeps down towards 0 bad things
begin to happen, and once reaching 0 the character goes through “The
Darkening” (which I will not give away). Innocence depends on your age,
and as you grow older you lose your Innocence and become blind to the
forces of Closetland. You can also lose Innocence through trauma, abuse,
Little Fears
or doing bad things to yourself and others. Fear begins at 0, and is
By Jason L. Blair
gained every time a Fear check is failed. Once you start to building up
Key 20 Publishing
Fear your child begins changing.
138 Pages ($20.00)

My favorite section, “The Power of Belief” deals with how a child’s belief
It is not often that a roleplaying game makes you think.
helps and hinders them in the fight against Closetland. A child’s belief
might imbue a stuffed animal with magical powers so that it can protect
It is also a rare occurrence when a roleplaying game tackles a
the child from harm. A child’s belief can also fuel the creation of the
controversial subject, with grace and understanding. Upon reading Little
child-eating garden gnome that stands next to the tool shed. Belief is a
Fears I was happy to have my first impressions of the game shattered. At
powerful thing, but as a child loses their Innocence their belief begins to
first glance Little Fears is a game simply about childhood fears, which it
falter. Eventually the night light that always kept the monsters away no

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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 18 July 2009

longer works, or that magic stuffed animal is just a simple loved worn ROGUE FEED
toy.
The industry needs an enema.
The bulk of the book deals with Closetland and its ruler the Demagogue.
Closetland is the home of all fear, and is the main protagonist of Little Or, I am tired of this PDF
Fears. Working for the Demagogue are the seven kings who are the
physical embodiment of the seven vices. The Demagogue and his kings nonsense.
hate all things innocent, and for them pleasure can only be found in JUL 17, 2009 09:56A.M.
destroying innocence. It is the forces of Closetland that abuse children,
and who kidnap them from their rooms. Closetland is a place without So if you have not been paying attention lately, the “industry” is in a tizzy
hope, and a manifestation of fear. It is a place adults have forgotten about PDFs and the pricing of PDFs. I’ve ignored this, as has James,
about, and a place that keeps children up at night. Only purity can defeat and we just kept doing what we like to do, design games. Then this blog
the forces of Closetland, and only by overcoming their fears, can a child post was posted, and it ticked me off:
win the battle. Closetland is the personification of all things evil and all
the fears that children have. http://jamesmishler.blogspot.com/200…-rambling.html

Though a large part of the book is devoted to Closetland, a GM can That entire post really rubbed me the wrong way. Not just as a gamer but
ignore it and run adventures of a different nature. A GM can run as a publisher. This attitude, which I am seeing more and more lately in
adventures similar to a bedtime story, that has all the trappings of this industry, has me annoyed. Really annoyed. That is why I am writing
fantasy. The adventures can deal with such subjects as courage, strength this, becasue as Howard Beal screamed in Network (a movie that
and bravery. Adventures like this would be perfect for GMs wanting to despite the age is even more correct now then it was in 1976):
run something similar to C.S. Lewis’ Chronicles of Narnia. Little Fears
can also be used to tell Fairy Tales, and adventures can be based on any I’m as mad as hell, and I’m not going to take this anymore.
number of The Brother’s Grimm tales. You could also run adventures
similar to Scooby Doo, and have the protagonist be nothing more than When forming Rogue Games, one of the big things James and I wanted
Old Man Withers the groundskeeper. Little Fears‘ rules can easily be to do was keep our games as affordable as possible. That is why we price
molded to any genre and is perfect for adventures that are more role them (both print and eBooks/PDFs) as low as we do. That is why we do
playing, than roll playing, in nature. the things we do to help keep the cost low. Like what? Use POD and stay
away from color. For me, as a publisher, I would much rather price titles
Little Fears is a masterpiece. It deals with themes that most gamers lower, create smaller games, and build a customer base on making
would not want covered. It talks about abuse, but it is only one small affordable games.
paragraph, and it treats the subject with tact and delicacy. For me, Little
Fears is a game about hope, strength, friendship and purity. As children As for PDF pricing, hell, we give ours away when you buy a print copy
you must face down your fears, and by overcoming them you gain either online or in a physical store. We give them away as if on a whim —
strength. The PCs are children, not muscle bound heroes dripping with as one irate publisher told me in a recent email. The reason? For us,
weapons and skills. The children are armed with only two things: belief PDFs/eBooks are as much a marketing device as they are a information
and bravery. It is bravery that makes you confront that which scares you tool. For us, if you bought the game, you should be allowed to use it
the most. It is bravery that makes you rush to your friend’s side when the anyway you want. Period. That is why we bundle the PDF with the book.
closet monster has him by the throat. It is the belief in yourself, or in the That is why we strip any DRM we can from the PDF. That is why we do
locket you mother gave you, that helps you confront that which scares not get in the way of how you choose to use the PDF.
you.
This is why we made our PDF guarantee public. We state right up
Little Fears is a rarity in today’s market. Though it deals with darkness, front that the upper limit of a PDF from us is $9.99. We have PDFs at
it provides light. It is a brave game. After all there are not many games lower price points as well. Why the limits? Personally, I cannot sell a
that would deal with this subject matter, and deal with it in a non- PDF at or near the same price as a print book. I just cannot do it. Why? I
sensational way. This is truly a great game, and it is one that I can not could not live with myself as a person, let alone a publisher.
recommend highly enough.
I am happy as hell Paizo is charging $9.99 for Pathfinder. To call
Posted in Games, thoughts Tagged: thoughts them out on this is silly. To call them a threat is just damn ignorant. Hell,
Pathfinder is a game that is not my style, however, I am buying a copy
of the game because I support them in their decision. Period.

Sadly the reaction other publishers have when another publisher does
something they do not like, no longer surprises me. I am always getting
emails from some accusing what Rogue Games does as harming their

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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 18 July 2009

business. Why? Our pricing and views on PDFs.

In the end, James and I are going to continue to do what is best for
Rogue Games, the gamers who like our games, and the consumer who
does not want to go broke just to try something new.

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