Summary:
There is a kernel of a good game here, but it was not well executed and not enough testing time and text was dedicated to making it fun and fair. The activation system is fantastic and I hope to see it used again in a better game.
Pros:
Activation and reaction system are fun and provide for lots of good decision points
The open setting and potential for character creation are deep
The mission creation system has potential if more space were devoted to explaining it
Cons:
Very dicey and good strategic play often not rewarded
Way too many tables and modifiers
Characters die too easily and it would be hard to get attached to them
Overall lack of balance to missions, traits and weapons
No real campaign system
Full Review:
Rogue Stars is a game with 4-6 figures per side for 2 players. There really is no easy way to play with more figures or more than 2 players.
I've played Rogue Stars 3 times. 2 times on the first day, and I would say I learned the system during those 2 games. For the 3rd game I felt like I had a pretty decent understanding of how it worked, but i needed to look up some rules and refer to the tables constantly, there being no QRS provided with the game (although there are some fan-made ones available for download now).
To start with, you need to build your force out of a possible 200 points. There are 10 possible "themes" for your force from pirates to police to cultists. Each theme has a list of possible starting abilities and equipment and then you also choose a special "tactical discipline" such as free removal of pins or morale re-rolls. You can spend the 200 points on "traits" such as marksmanship or leadership or equipment such as weapons or armor. There are about 70 traits and about 50 weapons, plus armor and other miscellaneous equipment. It's a pretty daunting task the first couple of times around.
There are 20 possible scenarios, 20 possible locations and 20 "complications." Each of these is covered in the space of a few sentences due to space constraints. In fact the other talked about the overall constraints on the length Osprey imposed leading to some of the ambiguity in the rules. After this is done you start your game using a d20 initiative roll to see who is attacking.
The best part of the game is the action/reaction system. On your turn you nominate a figure to activate and roll up to 3 d20 (in my experience you always roll 3). You get an action for each 8+, however you have a negative modifier for each action you've already taken that turn. Each action causes a "stress" marker on that figure. On each failure the opponent can choose to try to react on a 10+. The reactions can be pretty much anything, but usually moving or shooting. You can also choose to try to steal initiative on a 16+, however you get a bonus of 1 for each stress marker other team as a whole has taken. You can always take a chance to steal initiative early on, but the opponent gets to remove a stress marker for each time you fail to steal. It's a great system and provides good tactical decision making, especially on the defender.
Many things, except moving, require a roll on a base chance of 10. There are some modifiers on this, but not many. For example, shooting has a base chance of 10, with modifiers for traits on both sides (marksmen vs. "difficult target") The max benefit you can get from traits is a +3 or 15%. One of my main problems with the game is the modifiers. Usually you are going for around a 10 roll since the modifiers are small or offsetting. But for example hard cover only provides a +2 modifier or 10%. In the open 50% chance of hitting, but if you're hiding behind a stone wall you are still hit 40% of the time? It just doesn't make sense and the game play depends much more on the dice rolls than our your decisions such as using cover or buying traits.
After you hit, you figure out your possible hit locations depending on how much you exceeded your goal (refer to the table). Then the damage results depend on adding and subtraccting a damage modifier, armor and traits (refer to the table). then you cross-reference your damage roll to the hit location (refer to the table) and then finally to a "hit location damage table" describing what happened. You may also have an endurance roll after that. The results might be as exact as knocking a weapon out of your hand or causing superficial damage, which has yet another table.
There are 5 tables involved if you hit someone with a shot, with potentially 2 more depending on the results. There is about a 15% chance of each hit knocking you out of the game. This doesn't seem unreasonable until some characters start wielding 2 weapons with 2 shots each. With the small modifiers for doing so, you're chances of getting knocked out of the game increase dramatically. If a character is killed the others must make a morale check which can lead to additional pins or surrendering/routing.
Because it is a d20 system with small modifiers and there are a wide range of outcomes and the game is very dicey. Your plans will be more affected by dice roles than any other game I'm familiar with. This can make for some great cinematic moments, but you also don't feel rewarded for good play and you can easily end up on the wrong side of the dice.
As others have mentioned you need to track stress, pins and wounds for each character leading to a lot of markers or dice.
There is one page of campaign rules which basically says what to do in between games with your XPs and describes what happens to wounded characters. There's not much to it.
There are so many weapons, missions and traits in the game there it would be very difficult to thoroughly playtest and this shows. Some of the missions are very one-sided and could be over before the other side has a chance to move. Also some of the traits are clearly better than others for the cost, especially the ability to wield multiple weapons. Other traits and equipment are overpriced or redundant.
The XPs gained from the missions are also out of whack. One side will often get quite a few with the other side getting none. If your character dies you have a clone of the original character as they were when they were created or you can create a new one for the same XP.
Shortly after the game was released an errata was created which clarified some things and also attempted to fix some of the more problematic issues. It's always concerning when rules changes come out shortly after publication.
There is obviously a big demand for a game such as Rogue Stars. Most of the discussion happens on the facebook page and the author posts often. He has even proposed a slew of new Traits already.
Steve
Link to Facebook group for Rogue Stars: link